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| JiCi03-08-06, 02:56 PM | Greetings, This my first time I post a little collection of spells for the board. I decided to go with a few damage-dealing, nature-theme spells, available for rather high wizards, sorcerers and druids. Volcanic Waterfall Conjuration (Creation) [Earth, Fire] Level: Sor/Wiz 9, Drd 9 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: Cylinder (20-ft. radius, 60 ft. high) Duration: See text Saving Throw: Reflex half Spell Resistance: No You conjure molten lava to fall from the sky like a waterfall, dousing any target in the area with searing hot liquid. The lava deals 20d6 points of fire damage, as per the immersion rule. The damage lingers for 1d3 rounds, dealing 10d6 points of fire damage per round. A Reflex save reduces the damage for both effects, 2d6 and 1d6 respectively, like as being exposed to lava. The volcanic waterfall sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze, in addition of holing the ground beneath the spell area. If the damage caused to an interposing barrier shatters or breaks through it, the volcanic waterfall may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does. The lava dissappears right after the spell being cast. Material Component: A pinch of obsidian or other volcanic rock. Spark Storm Evocation [Electricity] Level: Sor/Wiz 8, Drd 8 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: Cylinder (50-ft. radius, 100 ft. high) Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes You conjure lightning bolts to rain down in the area. Anyone in the area receive 1d6 points of electricity damage per caster level (maximum 20d6). If the weather is cloudy or stormy, the damage raises to 1d10 per caster level (maximum 20d10). Stalagmite Carpet Transmutation [Earth] Level: Sor/Wiz 8, Drd 8 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: 20-ft burst Duration: 1 full round Saving Throw: Reflex half Spell Resistance: No Hundreds of sharp stalagmites spring from the ground, impaling those in the area. The stalagmites deal 1d8 points of damage per caster level (maximum 20d8). The ground is treated as dense rubble until the beginning on your turn, which at the end the stalagmites crumble and fill the area with light rubble. Gale Slash Evocation [Air] Level: Sor/Wiz 7, Drd 7 Components: V, S Casting Time: 1 standard action Range: 60 feet Area: Cone Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: No From your extended palm, you conjure a wind funnel with dagger like knives made of compressed air that fly that dazzling speed. The funnel deals 1d6 points of damage per caster level (maximum 15d6). The wind force varies according to the caster level and the effects are the same as normal wind. It is treated as severe at 9th level, as windstorm at 14th level and as hurricane at 19th level. Froth Frenzy Evocation [Water] Level: Sor/Wiz 7, Drd 6 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: 20-ft burst Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes A thin layer of water appears the designated area and then furiously froths and bursts in a explosion. The explosion deals 1d6 points of damage per caster level (maximum 15d6). This spell functions equally well underwater, except the affected area is a 20-ft sphere instead of an hemispherical area. Material Component: A full waterskin or a flask of water. So what do your think ? Feel free to post your comments. |
| Talisman03-08-06, 04:41 PM | Methinks I detect a theme... Volcanic Waterfall: Looks good Spark Storm: Looks a little stout for 7th level. I'd bump it to 8th or drop the die-type boost. Compare it to cone of cold, which deals 15d6 maximum and is 6th level. Stalagmite Carpet: I like this one. I'd drop the die-type to d6 and the level to 6th for both druids and sor/wiz. If you insist on d8s (why?), I suggest Drd 7/ Sor/Wiz 7. Gale Slash: Level is slightly high. Compare to cone of cold; this deals the same damage, is of no energy type, and has a secondary effect. Bump it to 7th level for both druids and sor/wiz. Froth Frenzy: Weird. The stats look okay, but...weird. |
| JiCi03-08-06, 04:58 PM | Methinks I detect a theme...Huh ? A theme ? What do you mean by a theme ? Volcanic Waterfall: Looks goodOk Spark Storm: Looks a little stout for 7th level. I'd bump it to 8th or drop the die-type boost. Compare it to cone of cold, which deals 15d6 maximum and is 6th level.I'll boost the level. I want this spell to follow the same logic behind Call Lightning and Call Lightning Storm. Stalagmite Carpet: I like this one. I'd drop the die-type to d6 and the level to 6th for both druids and sor/wiz. If you insist on d8s (why?), I suggest Drd 7/ Sor/Wiz 7.Why ? because I like a little irregularity. I'll go with both spell level at 7th. Gale Slash: Level is slightly high. Compare to cone of cold; this deals the same damage, is of no energy type, and has a secondary effect. Bump it to 7th level for both druids and sor/wiz.Ok, i'll correct it Froth Frenzy: Weird. The stats look okay, but...weird.Just take it as a heat-less boiling pond of water that explode right underneath your feet. |
| cwslyclgh03-08-06, 07:19 PM | Volcanic WaterfallI am very leery of an 8th level spell which does 50d6 points of damage to an area (especialy with no SR), perhaps if you included rules to get rid of the extra damage (by imersing your self in water, or being subject to a cold attack, or... something) I might be more inclined to accept it, but as written I think it is extreemly overpowered, infact I would be unlikley to allow it as written as a 9th level spell. Spark Stormthis spell is awesome, it is balanced (note that it should be listed as AREA: rather then EFFECT:, but otherwise it is solid, and I can see using it. Stalagmite Carpetanother very solid spell, however, given it's lack of SR, I would probably drop the damage to 1d6 per level, or increase the level to 8 (and increase the cap to 20d8), again you have an EFFECT: where you should have an AREA: (in fact all five of your spells suffer from this, they are all area spells which are listed as effect spells). Gale Slashanother spell that seems well balanced, I wouldn't change much (except the Effect: to Area), Froth FrenzyThis spell is mostly fine, although if it is an evocation spell then it should probably have SR: yes. |
| JiCi03-08-06, 08:57 PM | That ought to teach not to simply copy & paste a text from the SRD. I am very leery of an 8th level spell which does 50d6 points of damage to an area (especialy with no SR), perhaps if you included rules to get rid of the extra damage (by imersing your self in water, or being subject to a cold attack, or... something) I might be more inclined to accept it, but as written I think it is extreemly overpowered, infact I would be unlikley to allow it as written as a 9th level spell.Hmmm... I know what you mean. The main concern is that the caster level does not affect the damage. When dealing with lava, according to the DMG, those are the rules to follow. The whole point is this spell allows you to douse opponenets with lava, either like they would be totally immersed of partially immersed. I seriously don't have a clue how to fix it. this spell is awesome, it is balanced (note that it should be listed as AREA: rather then EFFECT:, but otherwise it is solid, and I can see using it.Ok, glad you like it. another very solid spell, however, given it's lack of SR, I would probably drop the damage to 1d6 per level, or increase the level to 8 (and increase the cap to 20d8), again you have an EFFECT: where you should have an AREA: (in fact all five of your spells suffer from this, they are all area spells which are listed as effect spells).Yeah you're right. I'll pump the level up as well as the damage. another spell that seems well balanced, I wouldn't change much (except the Effect: to Area),Ok This spell is mostly fine, although if it is an evocation spell then it should probably have SR: yes.ok, I'll remember that. |
| Always-Late03-08-06, 10:39 PM | I find Volcanic Waterfall to be slightly overpowered at eighth level. Wizards has a Transmute Rock to Lava, which is ninth level, and it's pretty much one of two similar effecst: The rock under their feet becomes lava, RefNeg or 20d6 and 10d6 for three rounds afterwards when they fall in. If they make the save, it becomes 2d6 and 1d6 for as long as they're in the area. Anyway, where does the lava go after the spell is cast? Could you cast it in a swimming pool to fill it with lava? If there are people in the swimming pool, do they continually take immersion damage? Personally, my version would have it deal 10d6 fire damage and 4d6 bludgeoning initially (ref 1/2), as being completely in lava can't really be simulated by having it dumped on you, until it pools out onto the floor. The rules for standing in lava (as close as I can get it) is 2d6 damage a turn and 5' move speed, and 1d6 for three rounds afterwards, and spreads 5' a turn until it reaches 50' in diameter. Alternatively, I'd switch it to a straight "lava blast" that just lands on the floor, explodes everywhere, and evaporates. 20d6 and entangled ref 1/2 for the initial rain of lava, and for the next three turns a 5d6 no save if you're in the area for the residual heat, as a cloud. But that's just my two cents. |
| JiCi03-09-06, 07:26 AM | I find Volcanic Waterfall to be slightly overpowered at eighth level. Wizards has a Transmute Rock to Lava, which is ninth level, and it's pretty much one of two similar effecst: The rock under their feet becomes lava, RefNeg or 20d6 and 10d6 for three rounds afterwards when they fall in. If they make the save, it becomes 2d6 and 1d6 for as long as they're in the area. Anyway, where does the lava go after the spell is cast? Could you cast it in a swimming pool to fill it with lava? If there are people in the swimming pool, do they continually take immersion damage?The lava does not stay after the spell, unlike Transmute Rock to Lava. You're right about the damage, it is 20d6/2d6 and 10d6/1d6. Guess I misread this part. Updated the first post. |