3 spells I created [Archive] - Wizards Community

Post/Author/DateTimePost
Auorix

02-03-06, 02:13 AM
Dimension Slip (New spell added 18 May 06)
Conjuration (Teleportation)
Level: Sor/Wiz 2
Components: V
Casting Time: 1 immediate action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

Your fingertip glows a soft light. When you touch the creature, it disappears in a flash of light, and reappears nearby.

You instantly teleport the subject creature a distance of 5 feet per two caster levels. The destination must be an unoccupied space within line of sight. This action may interrupt anothers current actions.

Black Tentacle Sphere (New spell added 27 Apr 06)
Conjuration (Creation)
Level: Sor/Wiz 6
Components: V,S,M
Casting Time: 1 standard action
Range: Medium (100 ft. +10 ft./level)
Area: 20-ft.-radius spread
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

A writhing mass of rubbery black tentacles attached to a central core begin to creep towards your enemies, grabbing up all in its path with its spiked arms.

This spell conjures a sphere of rubbery black tentacles, each 10 feet long. The spheres center remains at about 10-15' height. The tentacles can grab at creatures up to 25' high in the air and entwine around creatures that enter the area, holding them fast and crushing them with great strength. This spell requires at least 7' ceiling and width in order to have room to form. The sphere moves at a speed of 10' and may make a jump at +7.
Every creature within the area of the spell must make a grapple check, opposed by the grapple check of the tentacles. Treat the tentacles attacking a particular target as a huge creature with a base attack bonus equal to your caster level and strength score of 23. Thus, its grapple check modiffier is equal to your caster level +14. The tentacles are immune to all types of damage.
Once the tentacles grapple an opponent, they may make a grapple check each round on your turn to deal 1d8+6 points of bludgeoning and piercing damage. The tentacles continue to crush the opponent until the spell ends or the opponent escapes.
Any creature that enter the area of the spell is immediately attacked by the tentacles. Even creatures who aren't grappling with the tentacles may move through the area at only half normal speed.
Material Component: A piece of tentacle from a giant octopus or a giant squid.
(Thanks for information given by unusualsuspect)


Ray of Maniplulation (New spell added on 16 Mar 06)
Transmutation
Level: Sor/Wiz 4
Components: V, S
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving throw: Fortitude half
Spell Resistance: Yes

A sputtering and thumping crimson ray extends from your hand toward your target. The ray does not appear to strike your enemy yet enters inside their body, inflicting the spells effect within.

This spell enters the body of its target and attempts to distort the distance between organs and vitals in a violent burst. The ray must succeed on a ranged touch attack and deals 1d6 damage/level (max 15d6) to the target. This spell has increased critical capacity and on a natural roll of 18-20 does critical damage of x2 multiplier. Abilities and feats may be used in conjunction with this spell to augment damage and threat range.

Familiar Pact: (New spell added on 17 Feb 06)
Abjuration
Level: Sor/Wiz 2
Components: V, S, F
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Target Familiar
Duration: 1 hour/level (D)
Saving throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

While grasping the charm, upon completion of this spell a protective bubble forms around your clenched fist as well as one around your familiar before it quickly fades.

This spell wards the subjects and creates a mystic connection between you and your familiar so that some of its wounds are transferred to you and vice versa. The subjects gain a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subjects take only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage. The amount of damage not taken by the targeted creature is taken by the other. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If the subjects suffer a reduction of hit points from a lowered Constitution score, the reduction is not split with the other because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subjects, but damage already split is not reassigned. If you and the subject of the spell move out of range of each other, the spell ends.

Focus: A pair of platinum charms (worth at least 50 gp each) worn by both you and the warded creature.

Mirror Image, Greater
Illusion (Figment)
Level: Brd 4, Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Personal; see text
Target: You
Duration: 1 round/level (D)

Even your duplicates seem to multiply.

As mirror image, except you reroll the number of images every round for your new total.

Vienemen's Sequencial Strike
Transmutation
Level: Brd 5, Sor/Wiz 5
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Cone
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

Your blade animates, streaking from your position towards your enemies. Relentless in its pursuit, it conducts sweep after sweep through the area.

Your weapon upon completion of casting magically attacks the closest enemies in the cones area out to the extent of the spells range or the maximun number of targets for that round. You make a normal melee attack, just as if you were attacking with the weapon in melee, against each foe in the weapons path, one creature/3 levels per round, no two of which are more than 30 ft. apart. You can choose to use your Intelligence modifier or your Charisma modifier(as appropriate for your spellcasting class) for your Strength modifier on the weapons attack rolls and damage rolls, you may substitue your base attack bonus for your caster level on the weapons attack rolls. Even if your base attack bonus would normally give you multiple attacks, a sequencial striking blade gets only one attack against each target.
No matter how many targets your weapon hits or misses, it instantly and unerringly returns to your hand after attempting the last of its attacks.
Focus: A melee weapon in your possession.

Trioc
Evocation [Sonic]
Level: Brd 6, Sor/Wiz 6
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes

You grasp the tiny black bead tightly in your fist. The sphere materializes for a brief moment in the middle of your foes exploding. Sapping waves of energy flow out in all directions.

The spell has three effects. First all creatures in the area must make Will saves to avoid being exhausted for 1 round/4 levels. Success means creatures are fatigued instead for 1 round/4 levels. Second, the creatures must make Fortitude saves or be nauseated for 1 round/4 levels. Success means creatures are sickened instead for 1 round/4 levels. Third, they must make Reflex saves or be blasted to the limit of the spells area. If some obstacle prevents the subject creature from reaching its expelled distance, it takes 1d6 points of damage for every 10 feet of movement it was unable to complete and are prone. Success means creatures fall prone.

Focus: A tiny black crystal. The crystal must be worth at least 500 gp.
Gaekyn

02-03-06, 02:30 AM
Do you creat only 9th level spell?
Seeker95

02-03-06, 09:42 AM
Do you creat only 9th level spell?huh?
Seeker95

02-03-06, 09:45 AM
For MI,G...
By "re-roll" do you mean the new roll replaces the old total? I like it!

An even higher level version could increase the nymber of images cumulatively for a number of rounds (say 1rnd/2CL) and then lasts for the normal duration.
Auorix

02-03-06, 10:33 AM
Correct seeker, the reroll becomes the new total for the round and replaces any lost from attacks.
How do the level ranges look...

I think I might have to add that it is a move action to have the blade attack in sequencial strike. Anyone agree? Or does it look good as is?

I might make the focus cost more to offset the strength of the Trioc spell... maybe a black diamond or some expensive crystal. It also may or may not need the sonic descriptor... not sure.

Do most agree with the schools I placed them in as well?

A suprerior version of MI is just as good as a greater, only problem I would see is if you arent loosing images in any of the rounds where the hell are they all going to stand! Hehe. I am going to increase the effective AC of the images soon as I find a balancing formula.
Father Dale

02-03-06, 11:39 AM
1) Greater Mirror Image is too strong for a 4th level spell.

Even at 7th lvl caster level, the lowest at which it could be cast, it would give 3-6 images. Thats anywhere from a 33% to 17% chance of being succesfully targeted by any melee attack, ranged attack, or targeted spell (i.e. miss chances of 77 to 83%). (Barring the use of true seeing or some other extraordinary means of targeting.) At 9th level that goes to a miss chance of 75-86%. The normal limiting factor of mirror image is gone, i.e. destroyed images don't stay destroyed.

Compare it to other spells giving similiar effects. Displacement (3rd lvl) gives a 50% miss chance against melee and ranged attacks, but no miss chance against targeted or area spells. (Not sure on whether Blind-fight or Blindsight would help, my guess is no though).

Greater Invisibility (4th level) gives a 50% miss chance agaisnt melee and ranged attacks, and the attacker can't target the creature normally, which generally negates targeted spells. Plus the Invisible creature gets benefits to attacking. However, this can be negated by a couple second level spells (See Invisibility and Glitterdust) as well as a first level spell (faerie fire).

Greater Blink (5th level) gives a 50% miss chance agaisnt melee and ranged attacks, and targeted spells, and the subject only takes 50% damage from area attacks. In addition, the subject attacks as an invisible creature, takes half damage from falling, and can move through objects. Minor downside is that its speed is reduced to 3/4 normal. This can be negated by the use of force effects. The effects can also be reduced by using See Invisibility (in which case miss chances are then 20%, but 0% for targetted spells.)

Greater Mirror Image (4th lvl) gives a miss chance against melee attacks, ranged attacks, and targeted spells much higher than any of those other spells. See Invisibility, Glitterdust, Faerie Fire, Blindfight and Blindsight don't help. The normal counter to this spell--destroying the images--is also negated for the most part. Conceivably, the images could be destroyed before the beginning of the caster's next turn, allowing normal targetting until then at which point the images come back; however, this would not be easy to do. Thus, the only regular means of countering this would be true seeing.

I'd say this is AT LEAST a 5th level spell, and more likely a 6th level spell. I'd put it at Bard 5, Sor/Wiz 6.

2) The Sequential Strike is also maybe a little too low. I'd put this at 6th lvl. Compare to say Cone of Cold at 15th caster level, which would do about 53 pts on average to enemies within a 60ft cone with a save for half and which is subject to energy resistance. Sequential Strike would probably do less damage to enemies in the same area but wouldn't be subject to energy resistance and would get no save, although there is an attack roll to make, and DR would apply. The big benefit is no SR and no save, just the attack roll. However, another limiting factor would be things like concealment, blinking, etc, which would affect the attack roll (but not the ability to be attack, like invisibility normally would, since this is an area spell). The duration of the spell is also questionable for a 5th lvl spell like this. Its not one a bookwormish wizard would use, but give this spell to a Paladin/Sorcerer/Spellsword with Power Attack, Divine Might and a Greatsword, and it would get very ugly. I'd say put this at 6th lvl, or make it have an instantaneous duration and put it at 4th lvl.

Also, it could use cleaned up a little. A spell should be either a Targeted Spell, an Area spell or an Effect spell. Base it off of Whirling Blade, and it would be an area spell; thus, you should remove the Target line from the description. Also, you should specify that it takes a standard action each round to make the attack.

Good spell though, I like the idea.

3) Trioc is way too powerful for a 6th lvl spell. With no SR, and as an area spell, basically every creature in the area will be fatigued, sickened, and prone, regardless of the result of any saving throws. Its also not clear from the description if the duration of the fatigued and sickened effects is 1 round/4 levels, and if creatures moved by a failed Reflex save are also prone. There is also the possibility of creatures being exhausted and nauseated as well if they fail their saving throws.

Compare to Great Thunderclap (7th lvl, Magic of Faerun). It has a much bigger area and no SR. However, success on the saving throws means no effect. Even failing all the saves, the subject creatures would be stunned for 1 round, deafened for 1 minute, and prone. The effects from Trioc even making all the saves are much worse.

I'd put Trio at 8th level and allow SR to apply for the exhaustion/fatigue and nasea/sickened effects.

Again though, good idea for a spell.
IceFractal

02-03-06, 12:09 PM
I think GMI is probably ok actually - it doesn't actually remove the factor of the images beying destroyed, it just regenerates them each round. The reason this is important is that an attacker could just throw a flask of acid for their first attack (destroying all the images from splash damage), and then use the rest of their attacks normally. And if they were the first one to act after the caster, the images would be gone the whole rest of the round as well.
Auorix

02-03-06, 12:52 PM
After a bit o feedback, I tweaked/tuned down a few parts of two of the spells.

MI, G was not changed due to all one has to do is close their eyes to negate the effect.

Sequencial strike had its description cleaned up a little... the target line was moved into the spell description. The ability to use feats and abilities in conjunction with the sword strikes were removed. I believe this would put it in par with spells of that level now. The real question is should that part about using feats remian in the spell and it have its level raised or should it be removed and stay at its current level as is. Might increase the number of targets by 1 target/2 levels.... not sure.

Trioc had its spell resistance changed to Yes due to it being an evocation spell. (Cant believe I let that slip, although wizards has done the same). I added durations to the successful saves and increased the focus price. Might be a powerful 6th lvl spell now but I believe still within limits. Also added that you are prone if you fail the reflex as well.

Changes were added to the spells text on first post.
Auorix

02-17-06, 01:49 PM
Added new spell Familiar Pact, please take a look... works similar to shield other but the halved dmg protects both caster and familiar.
Auorix

03-16-06, 06:55 PM
added new spell Ray of Manipulation.
Auorix

04-28-06, 01:54 AM
Higher lvl variant of Evard's Black Tentacles added.
Auorix

05-18-06, 10:08 PM
I like my version of this new spell better than the one printed in PH2. Dimension slip added at top.
matigari

05-19-06, 04:14 AM
I like all of these spells. I would put a damage cap of 15d6 for ray of manipulation for any spell less than 6th level. As far as the 18-20 crit modifier (15% chance of dealing up to 30 dice), I think that should make it 5th level. The fact that it can extend to 30% with a feat is moot. I like it in fact. Very few people are going to bother taking Improved crit. ranged spell anyway, and the pre req's are going to limit the availability of that feat getting chosen even further.

Also, it would be nice if you added the new three spells in a different message. You are starting to submit a full spellbook now.