3 new spells, comments? [Archive] - Wizards Community

Post/Author/DateTimePost
gnomeman

08-23-05, 07:53 PM
Stero's Heart Crusher
Evocation
Level: Sorc/Wiz 1
Components: S,V,M
Casting time: 1 standard action
Range: 25ft + 5ft/ 2 caster levels
Target: creature
Duration: Minimum of 1 round
Saving throw: Fort (see below)
Spell resistance: yes

The caster makes a ranged touch attack with this modified Mage hand spell. If successful, the caster has a magical grip on the creatures heart. The caster must make a consentraion check each round to maintain the spell. The creature takes 1d4/ 2 caster levels (max5d4) per round and must make a fortitude save (11+caster's cha/int+damage done that round) every round or lose all actions that round.
Meterial component: a glove that is worn



Candor
Enchantment
Level: Sorc/Wiz 3
Components: V,S
Casting time: 1 standard action
Range: self
Duration: 1 hour/ caster level
Saving throw: Will
Spell resistance: yes

The caster appears to any creature who fails a will save within a 30ft radius to be whoever they idolize. This spell only effects creatures with fewer HD than the caster, and the total number of HD cannot exceed his own. While under the impression that the caster is their hero the creature is friendly towards the caster, he also gains +10 on bluff checks to seem as that person. Should the creature start to suspect that this is not their hero they get another will save. A creature must have an intelligence of 3 to be effected.

Duality
Transfiguration
Level: Sorc/Wiz 9
Component: V,S
Casting time: 1 standard action
Time to take effect: 1 move action
Range: self
Duration: 1 hour/ caster lvl

The caster effectively doubles himself. the casters body spilts and reforms into two seperate casters, each half receiving half of the available HP. When he splits the caster decides what possessions go to which body, the other possessions still appear on the body as through a minor image spell. Should one body be reduced to 0 HP it dissapears and the possessions are returned to the caster. Both bodies use the same Initiative rolls and draw from the same spell ppol. The two halves, being the same person, benifit from any magical effects from prior to the splitting (Aid spell or a headband of intellect) and the halves can communicate telepathically. They make indavidual rolls form all physical checks (such as Climbing or attacking) but only get one check for any mental skill (knowledge or spellcraft). Any spell cast after the split effects each body seperately. The caster takes a -4 on will saves vs enchantments or similar effect due to the divided conciousness. One body can be charmed or dominated without effecting the other, though if ordered to attack the other half the rulse of harming yourself apply. When Duality ends if one half is enchanted the caster gets a second will save. Effects such as bull strength or poison on the body remain in effect when the halves are reunited, though similar spell effects still dont stack and opposite effects cancel eachother out. The halves must stay within 100ft of eachother. For every 10 ft apart The caster must make a will save (15+1 per 10ft) or take 1d4 wis damage. Should one half die more than 100 ft from the other it falls but does not dissapear until the other comes wihtin 100ft and the possessions do not return. The caster cannot get the Ho back until he is Reunited with his other half. Should the body be destroyed before the reunification, the caster loses hald his xp and half of his HD. He cannot gain these back with earning them or through a mirical spell. He loosees all skill points and feats gained since that level, as well as the ability to cast spells not allowed by his lvl, though they remain scribed in his spell book. Should the halves be more than 100 feet away but both still alive at the end of the spell, the body reforms in a central location.
Coffee

08-23-05, 08:59 PM
Stero's Heart Crusher
Transmutation [Evil]
Level: Sorc/Wiz 1
Components: S,V,M
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./2 caster levels)
Target: One creature
Duration: 1 round/level
Saving throw: Fort partial (see below)
Spell resistance: yes

The caster makes a ranged touch attack with this modified Mage hand spell. If successful, the caster has a magical grip on the creature’s heart. The caster must make a concentration check DC15+1 per round the spell is maintained to a maximum of 1 round per caster level. The creature takes 1d4/2 caster levels (max5d4) per round of crushing damage and must make a fortitude save or become dazed. A successful Fortitude save reduces the damage by half and negates the dazing effect.
Material component: a glove that is worn

Consider these changes.


Candor
Enchantment (Compulsion) [Mind-Affecting]
Level: Sorc/Wiz 3
Components: V,S
Casting time: 1 standard action
Range:
Duration: 1 hour/ caster level
Saving throw: Will
Spell resistance: yes

The caster appears, to any creature who fails a Will save within a 30 ft radius, to be whomever they idolize. This spell only affects creatures with fewer HD than the caster, and the total number of HD cannot exceed his own. While under the impression the creature is Friendly towards the caster, he also gains +10 circumstance bonus on bluff checks to pose as the idol of the person. Should the creature start to suspect that this is not their hero they receive another Will save. A creature must have at least an intelligence of 3 to be affected by this spell.

Consider these suggestions.


Duality
Transmuation
Level: Sorc/Wiz 9
Component: V,S
Casting time: 1 standard action
Time to take effect: 1 move action
Range: self
Duration: 1 hour/ caster lvl

The caster effectively doubles himself. The casters body splits and reforms into two separate casters, each half receiving half of the available HP. When he splits the caster decides what possessions go to which body, the other possessions still appear on the body as through a minor image spell. Should one body be reduced to 0 HP it disappears and the possessions are returned to the caster. Both bodies use the same Initiative rolls and draw from the same spell pool. The two halves, being the same person, benefit from any magical effects from prior to the splitting (Aid spell or a headband of intellect) and the halves can communicate telepathically. They make individual rolls form all physical checks (such as Climbing or attacking) but only get one check for any mental skill (knowledge or spellcraft). Any spell cast after the split effects each body separately. The caster takes a -4 on will saves vs enchantments or similar effect due to the divided consciousness. One body can be charmed or dominated without affecting the other, though if ordered to attack the other half the rules of harming yourself apply. When Duality ends if one half is enchanted the caster gets a second will save. Effects such as bull strength or poison on the body remain in effect when the halves are reunited, though similar spell effects still don’t stack and opposite effects cancel each other out. The halves must stay within 100ft of each other. For every 10 ft apart, the caster must make a will save (15+1 per 10ft) or take 1d4 wis damage. Should one half die more than 100 ft from the other it falls but does not disappear until the other comes within 100ft and the possessions do not return. The caster cannot get the HP back until he is reunited with his other half. Should the body be destroyed before the reunification, the caster loses half his xp and half of his HD. He cannot gain these back with earning them or through a miracle spell. He looses all skill points and feats gained since that level, as well as the ability to cast spells not allowed by his lvl, though they remain scribed in his spell book. Should the halves be more than 100 feet away but both still alive at the end of the spell, the body reforms in a central location.


You might consider starting with the Fission power as a basis for your spell.


Fission
Psychometabolism
Level: Egoist 7
Display: Olfactory
Manifesting Time: 1 standard action
Range: Personal
Effect: Duplicate of yourself
Duration: 1 round/level (D)
Power Points: 13
You can divide yourself, creating a duplicate that comes into existence 5 feet away. Your duplicate thinks and acts exactly as you do and follows your orders, although it will not do anything you wouldn’t do yourself. Your duplicate has all your abilities but none of your psionic or magical equipment (it does possess a duplicate of all your mundane equipment, clothing, armor, and implements, as well as mundane versions of any psionic or magical equipment you have). You and your duplicate evenly split your power points, your remaining usages of pertinent special abilities for the day, and so on. You retain your psionic focus, if you maintain such when this power is manifested. Treat your duplicate as yourself with two negative levels for the purpose of determining the powers to which the duplicate has access (while the duration of this power lasts, those negative levels cannot be removed by any means). Your duplicate has all other physical traits you had at the time you manifest this power. Powers, spells, or other effects affecting you when you manifest this power do not transfer to your duplicate.
When the duration expires or when you dismiss the power, you and your duplicate rejoin, no matter how far from each other you are. You gain back any power points the duplicate has not spent. At the time of rejoining, you take half of the damage your duplicate has taken since this power was manifested. This damage could potentially leave you with negative hit points, but it can’t reduce your hit points to less than –9.
If your duplicate dies before the duration expires, no rejoining occurs, and you gain one negative level. If you die, your duplicate remains in existence, and is for all intents you, but with two negative levels. (Once the duration expires, one of the negative levels immediately converts to one lost level; the other negative level can be removed by standard means.)
You can have only one fissioned duplicate in existence at one time; your duplicate cannot use this power. You cannot use fusion or metaconcert with a duplicate, or share any other power or effect that pools abilities (the sum of you and you is still just you). Similarly, attempting to use powers such as claws of the vampire or vampiric blade to hurt your duplicate only damages your duplicate; these powers do not heal you. Empathic transfer and similar powers are likewise ineffective (transferring wounds to yourself isn’t a good healing strategy).
All powers affecting a fissioned creature, either the original or the duplicate, end when the fission ends. All damage, including hit point damage, ability damage, ability drain, and ability burn damage, is added together.