5 New Spells: Disabling Bolts [Archive] - Wizards Community

Post/Author/DateTimePost
TheAmethystDragon

05-06-04, 03:14 PM
Here is a collection of 5 spells that can be used to disable an opponent. Each is based off a different energy type.


Disabling Bolt of Acid
Evocation [Acid]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: Fortitude partial (see text)
Spell Resistance: Yes

This spell causes a bolt of intense red magical acid to randomly strike an appendange of the target creature, causing great harm.

The acid from this spell causes 1d6 points of damage per 2 levels (maximum 10d6). In addition, the appendage struck is disabled, unable to be used for 1 hour or until the target is healed of all hit point damage equal to that caused by this spell (whichever comes first).

As an example, a 9th level wizard casting this at a human would inflict 4d6 points of acid damage and roll 1d4 to determine which appendage is struck (left arm, right arm, left leg, or right leg). The same caster could use this spell on a white dragon, but would randomly strike one of six appendages (right arm, right leg, right wing, left wing, left leg, or left arm). A creature's head, horns, spikes, etc. are never targeted by this spell.

If the target succeeds at a Fortitude save, its appendage is not disabled. It still suffers the acid damage.

Material Component: A miniature trident made from copper, worth at least 5 gp.


Disabling Bolt of Cold
Evocation [Cold]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: Fortitude partial (see text)
Spell Resistance: Yes

This spell causes a bolt of intense red magical cold to randomly strike an appendange of the target creature, causing great harm.

The cold from this spell causes 1d6 points of damage per 2 levels (maximum 10d6). In addition, the appendage struck is disabled, unable to be used for 1 hour or until the target is healed of all hit point damage equal to that caused by this spell (whichever comes first).

As an example, a 9th level wizard casting this at a human would inflict 4d6 points of cold damage and roll 1d4 to determine which appendage is struck (left arm, right arm, left leg, or right leg). The same caster could use this spell on a white dragon, but would randomly strike one of six appendages (right arm, right leg, right wing, left wing, left leg, or left arm). A creature's head, horns, spikes, etc. are never targeted by this spell.

If the target succeeds at a Fortitude save, its appendage is not disabled. It still suffers the cold damage.

Material Component: A miniature trident made from silver, worth at least 5 gp.


Disabling Bolt of Electricity
Evocation [Electricity]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: Fortitude partial (see text)
Spell Resistance: Yes

This spell causes a bolt of intense red magical electricity to randomly strike an appendange of the target creature, causing great harm.

The electricity from this spell causes 1d6 points of damage per 2 levels (maximum 10d6). In addition, the appendage struck is disabled, unable to be used for 1 hour or until the target is healed of all hit point damage equal to that caused by this spell (whichever comes first).

As an example, a 9th level wizard casting this at a human would inflict 4d6 points of electricity damage and roll 1d4 to determine which appendage is struck (left arm, right arm, left leg, or right leg). The same caster could use this spell on a white dragon, but would randomly strike one of six appendages (right arm, right leg, right wing, left wing, left leg, or left arm). A creature's head, horns, spikes, etc. are never targeted by this spell.

If the target succeeds at a Fortitude save, its appendage is not disabled. It still suffers the electricity damage.

Material Component: A miniature trident made from gold, worth at least 10 gp.


Disabling Bolt of Fire
Evocation [Fire]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: Fortitude partial (see text)
Spell Resistance: Yes

This spell causes a bolt of intense red magical fire to randomly strike an appendange of the target creature, causing great harm.

The fire from this spell causes 1d6 points of damage per 2 levels (maximum 10d6). In addition, the appendage struck is disabled, unable to be used for 1 hour or until the target is healed of all hit point damage equal to that caused by this spell (whichever comes first).

As an example, a 9th level wizard casting this at a human would inflict 4d6 points of fire damage and roll 1d4 to determine which appendage is struck (left arm, right arm, left leg, or right leg). The same caster could use this spell on a white dragon, but would randomly strike one of six appendages (right arm, right leg, right wing, left wing, left leg, or left arm). A creature's head, horns, spikes, etc. are never targeted by this spell.

If the target succeeds at a Fortitude save, its appendage is not disabled. It still suffers the fire damage.

Material Component: A miniature trident made from iron, worth at least 5 gp.


Disabling Bolt of Vibration
Evocation [Sonic]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: 1 creature
Duration: Instantaneous
Saving Throw: Fortitude partial (see text)
Spell Resistance: Yes

This spell causes a bolt of intense red magical sonic energy to randomly strike an appendange of the target creature, causing great harm.

The sonic energy from this spell causes 1d6 points of damage per 2 levels (maximum 10d6). In addition, the appendage struck is disabled, unable to be used for 1 hour or until the target is healed of all hit point damage equal to that caused by this spell (whichever comes first).

As an example, a 9th level wizard casting this at a human would inflict 4d6 points of sonic energy damage and roll 1d4 to determine which appendage is struck (left arm, right arm, left leg, or right leg). The same caster could use this spell on a white dragon, but would randomly strike one of six appendages (right arm, right leg, right wing, left wing, left leg, or left arm). A creature's head, horns, spikes, etc. are never targeted by this spell.

If the target succeeds at a Fortitude save, its appendage is not disabled. It still suffers the sonic energy damage.

Material Component: A miniature trident made from platinum, worth at least 15 gp.

http://www.amethyst-dragon.com/Aenea/TopFrame/aenea2.gif
http://www.amethyst-dragon.com/Aenea/TopFrame/aenea.gif (http://www.amethyst-dragon.com/Aenea)

Original Spells: 273 and counting

www.amethyst-dragon.com/Aenea (http://www.amethyst-dragon.com/Aenea)
http://www.amethyst-dragon.com/Aenea/TopFrame/aenea2.gif
- All spells, items, and concepts in Aenea use 3.0 rules.
- Spells listing a domain are either domain spells or normal
spells that appear on the spell list of clerics with that domain.
http://www.amethyst-dragon.com/Aenea/TopFrame/aenea2.gif
smrtgmp

05-07-04, 05:46 AM
So is there any difference between the spells other than the type of damage done, or am I missing something? It seems pretty interesting, but I would maybe combine it into one spell and let the individual decide which version they want when they prepare the spell (or cast it, for sorc). Oh, yes, would a tail count as an appendage? It seems in some cases (such as with the dragon, above) it should, but thats just my 2cp.
TheAmethystDragon

05-07-04, 09:52 AM
The energy type and material component are the only real differences between the spells. I didn't do the "this spell is like xxxxxxx, except" thing because I always write out every spell. It makes it easier for me when I post them to my web site. It's a pet peeve of mine to go look up a spell only to be told it's just like another one except for a couple of changes.

Yes, in the case of a dragon, a tail would count. Pretty much any appendage that can move on its own and might be used for locomotion (legs, arms, wings, tails, tentacles, fins, etc.) or for moving other things.

The idea behind the spell is to disable a single arm-, leg-, or wing-like appendage. Kind of like a called shot, but not really since it is random which part it hits (it even has a chance to hit the same appendage if the spell is used mulitple times on the same creature).

http://www.amethyst-dragon.com/Aenea/TopFrame/aenea2.gif
http://www.amethyst-dragon.com/Aenea/TopFrame/aenea.gif (http://www.amethyst-dragon.com/Aenea)

Original Spells: 274 and counting
Original Items: 21 and counting

www.amethyst-dragon.com/Aenea (http://www.amethyst-dragon.com/Aenea)
http://www.amethyst-dragon.com/Aenea/TopFrame/aenea2.gif
- All spells, items, and concepts in Aenea use 3.0 rules.
- Spells listing a domain are either domain spells or normal
spells that appear on the spell list of clerics with that domain.
http://www.amethyst-dragon.com/Aenea/TopFrame/aenea2.gif
smrtgmp

05-07-04, 07:25 PM
Originally posted by TheAmethystDragon
The idea behind the spell is to disable a single arm-, leg-, or wing-like appendage. Kind of like a called shot, but not really since it is random which part it hits (it even has a chance to hit the same appendage if the spell is used mulitple times on the same creature).
I really liked this aspect of the spell, BTW. I miss called shots.:(
wdarkk

05-07-04, 09:55 PM
Why is the electricity one more expensive than the acid one? Acid is a better damage type.
TheAmethystDragon

05-08-04, 11:44 PM
I based the price more off the metal than the energy type.

http://www.amethyst-dragon.com/Aenea/TopFrame/aenea2.gif
http://www.amethyst-dragon.com/Aenea/TopFrame/aenea.gif (http://www.amethyst-dragon.com/Aenea)

Original Spells: 274 and counting
Original Items: 21 and counting

www.amethyst-dragon.com/Aenea (http://www.amethyst-dragon.com/Aenea)
http://www.amethyst-dragon.com/Aenea/TopFrame/aenea2.gif
- All spells, items, and concepts in Aenea use 3.0 rules.
- Spells listing a domain are either domain spells or normal
spells that appear on the spell list of clerics with that domain.
http://www.amethyst-dragon.com/Aenea/TopFrame/aenea2.gif