Post by Cellidor (Sam) on Feb 3, 2013 16:53:04 GMT -5
As per Pathfinders rules, and with the input of DM's, I would like to create a new spell: Summon the Lucha Dome!
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Summon the Lucha Dome
School Conjuration (Creation); Level Lucha 0
CASTING
Casting time: 2 Full Rounds
Components: V - "By Lucha decree, I summon forth THE LUCHA DOME!"
S - Not needed for the summon, but the more extravagent the hand gestures, the more fireworks are summoned upon it's arrival.
DF - Lucha Mask costing the amount of Lucha Honor needed to obtain one.
EFFECT
Range Touch (Must finish summoning by placing both hands upon the ground for the Dome to burst forth from)
Effect Create one Lucha Dome within acceptable 60x60 area (DM discretion)
Duration Until the Lucha Challenge that summoned it has been completed
Saving throw See Below
DESCRIPTION
Creating the Lucha Dome is a unique spell in terms of the conditions required to cast it, outside of the standard components. To create a Lucha Dome, certain requirements must be met:
1. The party wishing to cast it -must- be outside of battle at the time.
2. There must be a challenger, determined beforehand by an agreed upon handshake, for the Lucha Dome to be summoned.
3. The spell cannot be summoned underneath characters/creatures. Attempting to do so causes the creatures to be harmlessly moved to the outside of the Lucha Dome.
4. This spell is easily disrupted. If a player attempting to cast this spell is disrupted by means of an attack, even if said attack misses, the spell is lost and the Lucha Dome is not summoned.
5. The Lucha Dome knows if you're going to misuse it. Trying to utilize the Dome to, for example, block passage for an opponent or defeat an enemy without their knowledge of the challenge required, will cause the spell to fail.
Assuming that the prerequisites have been met, a Lucha Dome will be summoned within the accepted area. The Lucha Dome itself consists of a 55' x 55' x 5' wrestling pit with standard posts and elastic rails. The "Dome" consists of a 60' x 60' x 50' cube of caged metal, with a 15 x 15 x 15 door on each side to allow combatants to enter. Once the challengers (and any assistants) have entered the ring, the four doors close and seal themselves shut. Within the ring, there stands a ladder reaching up to the top of the cage, which can be used as an improvised weapon by combatants if they wish. The ladder is magical in nature, allowing it to change it's size to be wielded comfortably by any size combatant. This ladder can be used three times before it breaks.
In the center of the overhanging cage, there is a breakable section of the metal in a 15 x 15 space. This section will break either from a standard action to attack it, or if 3 pins have been made on top of it (note, pins that drive an opponent onto the breakable section from at least 15 feet above it will break it). The top of the cage can be used as another wrestling pit if so desired, and comes with it's own 3 use ladder.
Before a Lucha Match begins, each challenging team (up to four separate teams can fight at one time) may assign an individual to stand as their "Pit Lord" at the teams designated corner. At each corner of the Lucha Pit, there stands a long level, that can be pulled either direction at the verbal command of the Lucha Combatants. All Pit Lords are considered to have a readied action to pull the lever before the match begins.
When a lever is pulled in either direction, the Lucha Pit's floor opens up into an extra-dimensional hole much like that of the spell "Create Pit". This pit extends down 40 feet before reaching a body of water 60 feet in depth. When the Pit is opened, any combatants not within a grapple can either make a DC 20 acrobatics/jump check to grab onto the bars above or to make it to the edges of the pit. Those with 5 feet or less of space between themselves and the edges of the dome, or those who can reach the caged ceiling without jumping, make their checks automatically. While the edges of the pit can be balanced on without any checks, Remaining hanging from the bars on the ceiling requires a DC 10 climb check, or 20 if two combatants continue to fight with one arm (or other appendages) while hanging onto the ceiling with their remaining one.
The Pit, as well, has one other effect upon opening. Once opened, the Pit will, via an enhanced Summon Monster spell, summon forth a slew of mighty creatures (Or many less-than-mighty ones) within the pool below. These creatures each wear their own Lucha mask stylized with interlocking chains, and are considered in range of anyone within 10 feet of the water and below. The instant any combatant(s) comes within range, the creatures in the pool will attempt a grapple maneuver on the combatant(s) to restrain them however they are able (Be it arms, mouth, tentacle, etc.).
These trained creatures each act in unison, performing a single grapple roll aided by the "Coordinated Maneuvers" feat (+2 CMB per aiding creature). Attempting to escape their grapple Involves surpassing the creature's CMD, boosted by the "Coordinated Defense" Feat (+2 CMD per aiding creature, +4 if combatant is larger than creature). These CMB/CMD values do not change even if the creatures are currently grappling one combatant when another approaches the water. Unless otherwise noted, any creature's status effect applies only to those they attempt to grapple.
To determine which monsters will be summoned, roll a D20 and use the following table:
1. 1d10+5 Dolphins
(CMB = 4 +2/Assist. CMD = 16 +2 or +4/Assist)
(So much noise! - Flip a coin (or roll a die) at the start of each combatants round to determine if they will be sickened for 2 rounds, even if normally immune to this effect.)
2. 1d10+5 Vipers
(CMB = 4 +2/Assist. CMD = 10 +2 or +4/Assist)
(Acupuncture - These snakes have a habit of biting those they attempt to grapple. Even if you can shrug off the poison, that many holes in you causes 1d6 of bleeding damage per round even if normally immune. Does not stack.)
3. 1d8+4 Giant frog w/ giant lillypads
(CMB = 10 +2/Assist. CMD = 16 +2 or +4/Assist)
(Psychedelic - Touching their skin makes you feel...funny...Flip a coin (or roll a die) to determine if combatant will be Confused for the next round.)
4. 1d8+4 Octopuses
(CMB = 10 +2/Assist. CMD = 16 +2 or +4/Assist)
(Calamari Damacy - It's impossible to avoid -that- many tentacles grabbing for you. Anyone in contact with the water is instantly entangled.)
5. 1d6+4 Constrictor Snakes
(CMB = 14 +2/Assist. CMD = 20 +2 or +4/Assist)
(Snakes in a Pool - With this many motherf$%*ing snakes in the way, anyone in the water becomes blinded.)
6. 1d6+4 Crocodiles
(CMB = 14 +2/Assist. CMD = 20 +2 or +4/Assist)
(Nothing to fear... - Who -doesn't- afraid of this many crocs? Flip a coin (or roll a die) to determine if any combatants above the water will be shaken for 1 round.)
7. 1d6+4 Electric Eels
(CMB = 14 +2/Assist. CMD = 15 +2 or +4/Assist)
(Zap! - Anyone in contact with the water takes 1d10 electricity damage per round. If they are immune, they are instead slowed for 2 rounds.)
8. 1d6+4 Sharks
(CMB = 14 +2/Assist. CMD = 18 +2 or +4/Assist)
(Terror from the Deep - Flip a coin (or roll a die) to determine if any combatants above the water will be Frightened for 1 round.)
9. 1d6+3 Wolverines
(CMB = 16 +2/Assist. CMD = 16 +2 or +4/Assist)
(Regenerative Powers - Anyone hit by a critical grapple by the Wolverines gains Regeneration 5 for 3 rounds.)
10. 1d6+2 Grizzly bears
(CMB =16 +2/Assist. CMD = 20 +2 or +4/Assist)
(Bears! - Nobody expects the grizzly bear. All are considered flat-footed against these fuzzy fiends moves, even if immune to the effect.)
11. 1d4+2 Giant Moray Eels
(CMB = 22 +2/Assist. CMD = 24 +2 or +4/Assist)
(Hungry Hungry Eels - Anyone grabbed by a Moray Eel is instantly eaten. take 2d10 bludgeoning damage. Must spend a standard action to burst dramatically from the Eel's belly, killing it.)
12. 1d4+1 Huge Water Elementals
(CMB = 22 +2/Assist. CMD = 34 +2 or +4/Assist)
(Vortex - the elemental's control over water creates a water vortex. Anyone touching the water must roll above 10 on a d20 to not get sucked in.)
13. 1d4+1 Giant Octopuses
(CMB = 22 +2/Assist. CMD = 27 +2 or +4/Assist)
(Gotcha! - Anyone grappled by a Giant Octopus must successfully roll to escape the grapple twice to free themselves from their many limbs.)
14. 1d4+1 Dire Bears
(CMB = 22 +2/Assist. CMD = 26 +2 or +4/Assist)
(BEARS! - These bears know your weakness! -10 to CMB/CMD to resist/escape their grapple.)
15. 1d3 Dire Crocodiles
(CMB = 26 +2/Assist. CMD = 36 +2 or +4/Assist)
(Snapjaw - Anyone grappled by a Dire crocodile is instantly Pinned under it's powerful jaws.)
16. 1d3 Dire Sharks
(CMB = 26 +2/Assist. CMD = 37 +2 or +4/Assist)
(Voracious - When a Dire Shark makes a successful grapple attempt, the combatant is instantly swallowed whole.)
17. 1d3 Giant Squids
(CMB = 26 +2/Assist. CMD = 31 +2 or +4/Assist)
(Excitable - As soon as the Giant Squids appear, they all use "Ink Cloud" to cloud the entire area of the water. Anyone under the water becomes "Blinded" and "Confused" While under the water.)
18. 1d3 Tyrannosauruses
(CMB = 26 +2/Assist. CMD = 39 +2 or +4/Assist)
(Roar! - Any combatants who hear the mighty T-rex roar become deafened for 2 rounds.)
19. 1d3 Greater Water Elementals
(CMB = 26 +2/Assist. CMD = 40 +2 or +4/Assist)
(Vortex II - Like the first, but you must roll higher than 15 on a d20 to not get sucked in.)
20. 1 Malboro
(CMB = 40. CMD = 50)
(Bad Breath - Do -NOT- go near that water! Anyone within 30 feet of the water is considered within range of the Malboro's grapple attempts, and anyone grappled by the Malboro instantly gains the effects of "Blind", "Deaf", "Rage", "Slow", "Reduce Person", "Confused", "1d8 poison damage/round", and must roll higher than 10 on a d20 to not take 2 STR and DEX damage. Immunities do not help to resist these effects. The initial effects last for 1 round after escaping the Malboro's grasp, but the ability damage lasts for the remainder of the fight. While combatants -can- be grappled more than once, the ability damage effect can only occur one time per combatant.)
Though the Pit may summon creatures not normally accustomed to the water, this is no problem. Any creature without a swim speed is summoned with water wings and incur no penalties for being in the water (Their Lucha Masks allow them to breathe underwater). These creatures show no favoritism, and will instantly attempt a grapple any combatant within reach. If a combatant manages to free themselves on their turn, the creatures will not re-attempt to grapple until right after that combatant's next turn (assuming they're still within 10 feet of the water).
After the pit has been open for at least 2 rounds, a light on each lever will glow. it can then be closed again by any Pit Lord given the command (This command can me telepathic. Being silenced or otherwise incapacitated does not stop the ability to command the pit to close/open). Upon closing, any combatant within the pit is teleported back into the ring (along with any summoned creature the combatant may be fully inside of, in the case of being eaten. Said creature vanishes once the combatant is no longer inside). As well, any ladders repair their damage and, if not currently being used as weapons, will re-appear at their starting position. after another round has elapsed, the pit can once again be opened by one of the levers, and a new D20 roll is used to summon new creatures.
The Lucha Dome is a creation imbued with the spirit of Lucha and a strong essence of fair play. As such, whenever a combatant is brought below 0 health and unable to continue fighting, they are instantly teleported outside of the Lucha Dome and stabilized, as well as having any negative status effects removed. After all other combatants have been defeated, the victors name is spelt out above in a blaze of fireworks, which act as a form of magical healing to bring the victor (and those who fought on his team) back to full health.
Victory within the Lucha Dome may be determined in two ways:
1. Bringing an opponent low enough to be teleported out of the ring, or
2. Maintaining a pin on an opponent for 3 consecutive rounds, which will also teleport them out of the ring.
After a Victorious team has been decided upon and given time to exit the Lucha Dome, the Dome will instantly unsummon itself until next called forth to determine a new Lucha Match.
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So what do you guys think? Any opinions? Improvements? Allowance for use?
Also, a little model I threw together to give a visual representation of the Lucha Dome:
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Summon the Lucha Dome
School Conjuration (Creation); Level Lucha 0
CASTING
Casting time: 2 Full Rounds
Components: V - "By Lucha decree, I summon forth THE LUCHA DOME!"
S - Not needed for the summon, but the more extravagent the hand gestures, the more fireworks are summoned upon it's arrival.
DF - Lucha Mask costing the amount of Lucha Honor needed to obtain one.
EFFECT
Range Touch (Must finish summoning by placing both hands upon the ground for the Dome to burst forth from)
Effect Create one Lucha Dome within acceptable 60x60 area (DM discretion)
Duration Until the Lucha Challenge that summoned it has been completed
Saving throw See Below
DESCRIPTION
Creating the Lucha Dome is a unique spell in terms of the conditions required to cast it, outside of the standard components. To create a Lucha Dome, certain requirements must be met:
1. The party wishing to cast it -must- be outside of battle at the time.
2. There must be a challenger, determined beforehand by an agreed upon handshake, for the Lucha Dome to be summoned.
3. The spell cannot be summoned underneath characters/creatures. Attempting to do so causes the creatures to be harmlessly moved to the outside of the Lucha Dome.
4. This spell is easily disrupted. If a player attempting to cast this spell is disrupted by means of an attack, even if said attack misses, the spell is lost and the Lucha Dome is not summoned.
5. The Lucha Dome knows if you're going to misuse it. Trying to utilize the Dome to, for example, block passage for an opponent or defeat an enemy without their knowledge of the challenge required, will cause the spell to fail.
Assuming that the prerequisites have been met, a Lucha Dome will be summoned within the accepted area. The Lucha Dome itself consists of a 55' x 55' x 5' wrestling pit with standard posts and elastic rails. The "Dome" consists of a 60' x 60' x 50' cube of caged metal, with a 15 x 15 x 15 door on each side to allow combatants to enter. Once the challengers (and any assistants) have entered the ring, the four doors close and seal themselves shut. Within the ring, there stands a ladder reaching up to the top of the cage, which can be used as an improvised weapon by combatants if they wish. The ladder is magical in nature, allowing it to change it's size to be wielded comfortably by any size combatant. This ladder can be used three times before it breaks.
In the center of the overhanging cage, there is a breakable section of the metal in a 15 x 15 space. This section will break either from a standard action to attack it, or if 3 pins have been made on top of it (note, pins that drive an opponent onto the breakable section from at least 15 feet above it will break it). The top of the cage can be used as another wrestling pit if so desired, and comes with it's own 3 use ladder.
Before a Lucha Match begins, each challenging team (up to four separate teams can fight at one time) may assign an individual to stand as their "Pit Lord" at the teams designated corner. At each corner of the Lucha Pit, there stands a long level, that can be pulled either direction at the verbal command of the Lucha Combatants. All Pit Lords are considered to have a readied action to pull the lever before the match begins.
When a lever is pulled in either direction, the Lucha Pit's floor opens up into an extra-dimensional hole much like that of the spell "Create Pit". This pit extends down 40 feet before reaching a body of water 60 feet in depth. When the Pit is opened, any combatants not within a grapple can either make a DC 20 acrobatics/jump check to grab onto the bars above or to make it to the edges of the pit. Those with 5 feet or less of space between themselves and the edges of the dome, or those who can reach the caged ceiling without jumping, make their checks automatically. While the edges of the pit can be balanced on without any checks, Remaining hanging from the bars on the ceiling requires a DC 10 climb check, or 20 if two combatants continue to fight with one arm (or other appendages) while hanging onto the ceiling with their remaining one.
The Pit, as well, has one other effect upon opening. Once opened, the Pit will, via an enhanced Summon Monster spell, summon forth a slew of mighty creatures (Or many less-than-mighty ones) within the pool below. These creatures each wear their own Lucha mask stylized with interlocking chains, and are considered in range of anyone within 10 feet of the water and below. The instant any combatant(s) comes within range, the creatures in the pool will attempt a grapple maneuver on the combatant(s) to restrain them however they are able (Be it arms, mouth, tentacle, etc.).
These trained creatures each act in unison, performing a single grapple roll aided by the "Coordinated Maneuvers" feat (+2 CMB per aiding creature). Attempting to escape their grapple Involves surpassing the creature's CMD, boosted by the "Coordinated Defense" Feat (+2 CMD per aiding creature, +4 if combatant is larger than creature). These CMB/CMD values do not change even if the creatures are currently grappling one combatant when another approaches the water. Unless otherwise noted, any creature's status effect applies only to those they attempt to grapple.
To determine which monsters will be summoned, roll a D20 and use the following table:
1. 1d10+5 Dolphins
(CMB = 4 +2/Assist. CMD = 16 +2 or +4/Assist)
(So much noise! - Flip a coin (or roll a die) at the start of each combatants round to determine if they will be sickened for 2 rounds, even if normally immune to this effect.)
2. 1d10+5 Vipers
(CMB = 4 +2/Assist. CMD = 10 +2 or +4/Assist)
(Acupuncture - These snakes have a habit of biting those they attempt to grapple. Even if you can shrug off the poison, that many holes in you causes 1d6 of bleeding damage per round even if normally immune. Does not stack.)
3. 1d8+4 Giant frog w/ giant lillypads
(CMB = 10 +2/Assist. CMD = 16 +2 or +4/Assist)
(Psychedelic - Touching their skin makes you feel...funny...Flip a coin (or roll a die) to determine if combatant will be Confused for the next round.)
4. 1d8+4 Octopuses
(CMB = 10 +2/Assist. CMD = 16 +2 or +4/Assist)
(Calamari Damacy - It's impossible to avoid -that- many tentacles grabbing for you. Anyone in contact with the water is instantly entangled.)
5. 1d6+4 Constrictor Snakes
(CMB = 14 +2/Assist. CMD = 20 +2 or +4/Assist)
(Snakes in a Pool - With this many motherf$%*ing snakes in the way, anyone in the water becomes blinded.)
6. 1d6+4 Crocodiles
(CMB = 14 +2/Assist. CMD = 20 +2 or +4/Assist)
(Nothing to fear... - Who -doesn't- afraid of this many crocs? Flip a coin (or roll a die) to determine if any combatants above the water will be shaken for 1 round.)
7. 1d6+4 Electric Eels
(CMB = 14 +2/Assist. CMD = 15 +2 or +4/Assist)
(Zap! - Anyone in contact with the water takes 1d10 electricity damage per round. If they are immune, they are instead slowed for 2 rounds.)
8. 1d6+4 Sharks
(CMB = 14 +2/Assist. CMD = 18 +2 or +4/Assist)
(Terror from the Deep - Flip a coin (or roll a die) to determine if any combatants above the water will be Frightened for 1 round.)
9. 1d6+3 Wolverines
(CMB = 16 +2/Assist. CMD = 16 +2 or +4/Assist)
(Regenerative Powers - Anyone hit by a critical grapple by the Wolverines gains Regeneration 5 for 3 rounds.)
10. 1d6+2 Grizzly bears
(CMB =16 +2/Assist. CMD = 20 +2 or +4/Assist)
(Bears! - Nobody expects the grizzly bear. All are considered flat-footed against these fuzzy fiends moves, even if immune to the effect.)
11. 1d4+2 Giant Moray Eels
(CMB = 22 +2/Assist. CMD = 24 +2 or +4/Assist)
(Hungry Hungry Eels - Anyone grabbed by a Moray Eel is instantly eaten. take 2d10 bludgeoning damage. Must spend a standard action to burst dramatically from the Eel's belly, killing it.)
12. 1d4+1 Huge Water Elementals
(CMB = 22 +2/Assist. CMD = 34 +2 or +4/Assist)
(Vortex - the elemental's control over water creates a water vortex. Anyone touching the water must roll above 10 on a d20 to not get sucked in.)
13. 1d4+1 Giant Octopuses
(CMB = 22 +2/Assist. CMD = 27 +2 or +4/Assist)
(Gotcha! - Anyone grappled by a Giant Octopus must successfully roll to escape the grapple twice to free themselves from their many limbs.)
14. 1d4+1 Dire Bears
(CMB = 22 +2/Assist. CMD = 26 +2 or +4/Assist)
(BEARS! - These bears know your weakness! -10 to CMB/CMD to resist/escape their grapple.)
15. 1d3 Dire Crocodiles
(CMB = 26 +2/Assist. CMD = 36 +2 or +4/Assist)
(Snapjaw - Anyone grappled by a Dire crocodile is instantly Pinned under it's powerful jaws.)
16. 1d3 Dire Sharks
(CMB = 26 +2/Assist. CMD = 37 +2 or +4/Assist)
(Voracious - When a Dire Shark makes a successful grapple attempt, the combatant is instantly swallowed whole.)
17. 1d3 Giant Squids
(CMB = 26 +2/Assist. CMD = 31 +2 or +4/Assist)
(Excitable - As soon as the Giant Squids appear, they all use "Ink Cloud" to cloud the entire area of the water. Anyone under the water becomes "Blinded" and "Confused" While under the water.)
18. 1d3 Tyrannosauruses
(CMB = 26 +2/Assist. CMD = 39 +2 or +4/Assist)
(Roar! - Any combatants who hear the mighty T-rex roar become deafened for 2 rounds.)
19. 1d3 Greater Water Elementals
(CMB = 26 +2/Assist. CMD = 40 +2 or +4/Assist)
(Vortex II - Like the first, but you must roll higher than 15 on a d20 to not get sucked in.)
20. 1 Malboro
(CMB = 40. CMD = 50)
(Bad Breath - Do -NOT- go near that water! Anyone within 30 feet of the water is considered within range of the Malboro's grapple attempts, and anyone grappled by the Malboro instantly gains the effects of "Blind", "Deaf", "Rage", "Slow", "Reduce Person", "Confused", "1d8 poison damage/round", and must roll higher than 10 on a d20 to not take 2 STR and DEX damage. Immunities do not help to resist these effects. The initial effects last for 1 round after escaping the Malboro's grasp, but the ability damage lasts for the remainder of the fight. While combatants -can- be grappled more than once, the ability damage effect can only occur one time per combatant.)
Though the Pit may summon creatures not normally accustomed to the water, this is no problem. Any creature without a swim speed is summoned with water wings and incur no penalties for being in the water (Their Lucha Masks allow them to breathe underwater). These creatures show no favoritism, and will instantly attempt a grapple any combatant within reach. If a combatant manages to free themselves on their turn, the creatures will not re-attempt to grapple until right after that combatant's next turn (assuming they're still within 10 feet of the water).
After the pit has been open for at least 2 rounds, a light on each lever will glow. it can then be closed again by any Pit Lord given the command (This command can me telepathic. Being silenced or otherwise incapacitated does not stop the ability to command the pit to close/open). Upon closing, any combatant within the pit is teleported back into the ring (along with any summoned creature the combatant may be fully inside of, in the case of being eaten. Said creature vanishes once the combatant is no longer inside). As well, any ladders repair their damage and, if not currently being used as weapons, will re-appear at their starting position. after another round has elapsed, the pit can once again be opened by one of the levers, and a new D20 roll is used to summon new creatures.
The Lucha Dome is a creation imbued with the spirit of Lucha and a strong essence of fair play. As such, whenever a combatant is brought below 0 health and unable to continue fighting, they are instantly teleported outside of the Lucha Dome and stabilized, as well as having any negative status effects removed. After all other combatants have been defeated, the victors name is spelt out above in a blaze of fireworks, which act as a form of magical healing to bring the victor (and those who fought on his team) back to full health.
Victory within the Lucha Dome may be determined in two ways:
1. Bringing an opponent low enough to be teleported out of the ring, or
2. Maintaining a pin on an opponent for 3 consecutive rounds, which will also teleport them out of the ring.
After a Victorious team has been decided upon and given time to exit the Lucha Dome, the Dome will instantly unsummon itself until next called forth to determine a new Lucha Match.
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So what do you guys think? Any opinions? Improvements? Allowance for use?
Also, a little model I threw together to give a visual representation of the Lucha Dome: