7 New Force Effect spells for the low levels [Archive] - Wizards Community

Post/Author/DateTimePost
RavenDrake

09-05-05, 11:26 PM
Hurl
Evocation [Force]
Level: Sor/Wiz 0
Components: V
Casting Time: 1 Free Action
Range: Personal
Effect: Burst of Force to propel objects.
Target: You
Duration: Instantaneous
Saving Throw: No/Harmless
Spell Resistance: None

This spell creates a momentary burst of force that can help propell objects thrown by the caster. When invoked, this spell energises a thrown object with a small infusion of force, adding to it's momentum and accuracy. When using this spell the caster may substitute thier Relevent Spellcasting Ability score for thier Strength and/or Dexterity score to determine the attack and damage rolls for any thrown weapon.

This spell can only be cast while throwing an object, or its effect is wasted. It applies only to one thrown weapon and does not effect any other weapons that may be thrown in the same round due to itterative attacks or other effects that grant multiple attacks a round. It does not effect projectile weapons.

Topple
Evocation[Force]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Close (25ft + 5ft/2 levels)
Effect: Roiling waves of force trip one target
Target: One creature
Duration: Instantaneous
Saving Throw: None(see below)
Spell Resistance: Yes

This spell causes undulating waves of force to manifest under a target, throwing them off balance. The caster makes a special ranged trip attack at 1d20 + Caster level + Relevent Spellcasting Ability bonus against the target.

Forcestaff
Evocation [Force]
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 Action
Effect: Creates a staff of force
Duration: 1 round per level
Saving Throw: None(harmless)
Spell Resistance: No

This spell creates a six foot long bar of force that functions as a +1 quarterstaff. This weapon is treated as a force effect for strikeing incorporeal and etherial opponents.
Material Component: A small glass rod

Fling
Evocation [Force]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 Action
Range: Touch
Target: 1 object touched
Duration: Instantaineous
Saving Throw: No
Spell Resistance: None

This spell infuses objects with a strong burst of force, causing them to fly away from the caster. If used against a held or worn object, treat this as a special disarm check (1d20+Caster Level+Relevent Spellcasting Ability bonus) against the object. If the object cannot normally be disarmed(such as a worn suit of armour) then the spell has no effect. Otherwise on a successful disarm check the object is wrenched free and thrown 5ft away in a random direction(roll scatter).

If this spell is used against unattended objects, they are hurled away from the caster in straight line. Especially light objects(weighing less than 5 lbs) are flung 20 to 50 feet(1d4+1x10) away. Heavier objects(up to 20lbs) are thrown at most 15 feet away. Anything weighing more than 20lbs, or which is anchored in place, is treated as though it recieved a rough shove possibly toppling or warping it, and moveing it no more than 5ft if at all. This spell generates only a brief surge of force, and as such items flung with it do not count as making an attack. Objects may or may not strike a creature who's space they pass through(50%), but they do no damage and instead fall into that square. Delicate objects like glass mugs, earthenware, or similar objects however will shatter when they strike a solid surface after being thrown by this spell.

This spell has no effect on living beings.

Bead of Force
Evocation [Force]
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 Action
Range: Touch
Target: 2 Marbles plus 1 per 3 levels over 3rd(Maximum of 6)
Duration: 1 Minute per Level
Saving Throw: None
Spell Resistance: Yes

This spell transforms a small handful of clear glass marbles into dangerous weapons by infusing them with force. These missiles, when thrown or launched from a sling or similar device(requireing a ranged touch attack), deliver potent explosions. Throwing the Marbles gives the a Range Increment of 5ft. If used in a Sling or similar weapon, they they use that weapon's range increment if it's better.

The marbles deal 1d10 points of force damage to any target they strike directly. Anyone adjacent to the square the bead lands in(whether it successfully struck anything or not) takes 1 point of force damage from the splash effect. While the force damage can potentially effect etherial and incorporeal enemies, the beads must strike a hard surface to explode, thus they can only be affected by splash.
Material Components: Glass marbles to be used.

Force Burst
Evocation [Force]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 Action
Range: Close (25ft + 5ft/2 levels)
Area: Cone
Duration: Instantaneous
Saving Throw: Reflex
Spell Resistance: Yes

The caster finishes casting this spell by bringing thier hands together and pushing, project a cone of force outward from the center of thier palms. Every creature within the range of the cone takes 3d6 points of force damage(reflex save for half). Additionally, they must each succeed an opposed bullrush check (against 1d20 + Caster Level + Relevent Spellcasting Ability Bonus) or be pushed back 5ft. If a creature cannot move backward, for example if they are against a wall, then they are knocked prone. Otherwise treat this movement exactly as though they were bullrushed.
Material Component: A handful of mica flakes

Force Plane
Evocation [Force]
Level: Sor/Wis 3
Components: V, S, M
Casting Time: 1 Action
Effect: Broad Plane of Force
Area: 20 square feet (S)
Duration: 1 Minute per level
Saving Throw: No (harmless)
Spell Resistance: None

This spell summons into existance a solid, horizontal plane of force up to 20 square feet in total area, shaped as the caster wants, and up to five inches thick. This plane of force rises from the ground and must be anchored to mostly solid, mostly flat surface. Cracks and small gapes, such fissures no more than a few inches wide or the gaps between boards or stone bricks, make no difference. However, the spell stops dead at any open space more than a foot deep that is 5 or more feet wide.
Additonally, any heavy objects on the surface the spell rises from(boulders, crates, or, of course, walls) will stop the spell from rising in thier area, however the plane of force can be shapped around them.
People, light objects, and other things along the surface(like water, oil, mud, or similar materials) will rise with the spell with no ill effects. If the rising of an object or person would press it against any surface or cause it any harm, then the spell fails.
Once in place, this spell creates stable and sure footing for all who cross it. Mild penalties to movement for sloped or unevenness, some obstruction, natural or magically created spikes, and similar effects are negaed by the floor. Major obstruction, such as dense tree growth or heavy proliferation of boulders, rocks, and obstacles, will simply prevent the spell from manifesting.
Material Component: A small unbroken square of glass.

Ok...modified versons of the spell... should clarify everything. Took out the Size modifier mention in Topple, added a line about the Forcestaff being a force effect for strikeing Incorporeal/Etherial opponents(just in case it wasn't clear), clarified and edited fling, clarified the bullrush in Blast of Force, changed the component in Bead of Force from a Material Component to a Focus(Eat that, Eschew Materials), and edited everthing to say Relevent Ability bonus instead of just Int Bonus... and did everything I could to simplify and clarify Plane of Force...
tarkin

09-06-05, 11:41 AM
Hurl
Reasonable cantrip

Topple
I dislike this spell. This is basially Hurl for tripping that also negates size category. Not sure how that would work, or if it could be fair. I would instead have the wizard count as One size larger than usual instead of 'negating' size.


Forcestaff
nice spell.

Fling
Needs a lot of work. As is, this seems like a wierd mixture of Telekinesis single attack use and the spell Launch Bolt.


Bead of Force
Put a price on the glass beads, above the limit for Eschew Materials.

Force Burst
Put in rules about what happens if they can't be pushed back (up against a wall already). Typically you are left prone.

Force Plane
I think this is two different spells, or at least should be seperated out as two distinct different effects.

Horizontal: Grants good footing

Vertical: removes good footing.

I would just remove the Vertical ability, it already exists, called a Wall of Force.

Also, if it "duplicates" the shape, then it should duplicate the footing. You need to clarify at what level of detail it duplicates the shape. Say it is rough duplication, following it only for major changes, not minor ones.

I would consider the fact that most "rough" footing tends to be big - things like boulders in the way, not small pebbles.

Finally, you need to discuss what happens to things on the floor. Normally if I am standing where a wall of force goes up, it can't go up. So if I am standing on the floor, then it should not be able to go up. Make it clear that it inserts itself under my feet.
RavenDrake

09-07-05, 12:30 AM
Covering those spells you mentioned needing work:

Topple
You're right... It's a bit strong for a level 1 spell as is. I'll probably take the part about the Size and stability modifier out completely... just make it a trip attack as normal...

Fling
I'm unsure of the spell 'Launch Bolt'... where was it published? Honestly, I'm probably going to limit the max effect of this spell greatly... I should have already(probalby limit it to no more than 20lbs, as it's only a 2nd level spells), and clarify the unattended objects part. The spell was intend to give items touched a rough, instantantious "shove" of force, knocking them aside, pushing them out of the way... I'll clarify it.

Bead of Force
Hehe... that's a GM's mistake. It's a standing house rule for me that for spells where the Material Component is transformed, enhanced, or modified by the spell for effeect(such Fabricate, Fireseeds, etc) then Eschew Material Components can go get stuffed. You have to have the items for it. I'll either add a material component cost or a qualifier that the Marbles cannot be replaced by Escew Material Components.

Force Burst
Err.... i thought that the rules for Bull Rushing already covered what happened? Or do I need to clarify that this means "EXACTLY as if you were bullrushed" in the spell description?

Force Plane
Yeah.... this is the one I had the most problem clarifying... It dosen't create a "Wall" though, it only creates an overlay of force over an already existing surface, whether that is horizontal or vertical.

The idea of teh spell is that it fills in, up to 3 inches high or deep from the surface of the material, all empty space creating a smooth, firm surface. it can cover simple surface defects, but heavier or larger deatails(like boulder and the like) or anthing that is simply laying on the surface is unaffected... Err... it forms under persons... crap... I'm just going to have to yank the whole thing and redo it....

I'm going to take some time to think on these and post clarified versions tomorow evening... but feel free, anyone who wants to comment, to post keeping in mind the clarificatoins I'm pondering above...
Lazzmaniandevil

09-07-05, 02:52 AM
You should probably change "intelligence bonus" to "relevent ability bonus" to allow sorcerers to use their Cha modifier.
RavenDrake

09-07-05, 05:03 AM
DOH!

That's a BIG mistake... I can't believe I forgot about that....

*tacks one more think on to fix in the spells*
RavenDrake

09-08-05, 03:15 AM
Ok... clarified and updated versions of the spells...
RavenDrake

09-15-05, 04:39 AM
Bump for impressions/critiques?
Iver Gearsham

09-15-05, 01:02 PM
Well as a player I would use Bead of Force with abandon!
With a duration of ten minutes a level at tenth level I would cast that a few times before going into a DZ and when I needed to kill something in a hurry cast Telekinesis and blast away with the Beads. If I hit 5 times out of the ten shots I get thats Min 30 damage Max 75 damage.

You might want to figuer out if they go off when stepped on.
RavenDrake

09-16-05, 12:37 AM
Uh.... No, Iver. That's duration 10 Minutes TOTAL. Or, until they are discharged(IE USED). If they go for more than 10 minutes, they fade out.

10 Minutes per level would deffinitely push thier level up at least one.

And nothing happens if they get stepped on(or, at least, nothing concrete). They have to be thrown or fired to strike on object solidly. Any other use, from using them as mines to loading them into a blowgun, to soverign glueing them to a club and then smacking an opponent, will have to be adjucated by DM's.
Zuckerart

09-16-05, 10:13 AM
Bead of Force
Level: Sor/Wiz 2
Target: 1 Marble plus 1 per 2 levels touched
Duration: 10 Minutes or till discharged

These missles, when thrown or launched from a sling or similar device, deliver potent explosions. The marbles deal 1d10 points of force damage plus 1 per two levels (max of +5) to any target they strike. Anyone adjacent to that creature takes 1 point of force damage plus 1 point per 2 caster levels(again, Max +5) from the splash effect.

Minor notes: Would remove the touched from target descripton since the range of the spell is already Touch. You also misspelled missiles in the spell description.

It would make sense that making an attack with these beads requires a ranged touch attack, so I would like to see that in the spell description.

About the marble as a material component/focus, I would remove it completely. Eschew Materials doesn't allow Flame Arrow to suddenly produce arrows/bolts/bullets to enchant with fire, nor does Magic Weapon also create a Hammer/Javelin/Sap or any other weapon costing 1 gp, does does it? So it makes sense you need a glass marble to enchant from the spell description for this spell to work. Thus making the whole eschew materials a moot point.

Making the duration 1 minute/level is not a big change, but feels more in line with normal WotC spells.

The main hindrance, having to throw the beads is somewhat offset (imho) by the fact that you can hand them to your party members so they throw them. The duration in minutes certainly helps you to do this. And any party member with decent BAB, TWF and/or Rapid Shot (the ranger for example) can throw a lot of them in a round.


But my main problem is that the spell does way too much damage for a 2nd level spell.

Your target description allows 11 marbles, doing 11d10+55 (avg 110, ignoring 66 splash damage) at 20th level. Two other 2nd level spells in comparison:
- Scorching Ray does a maximum of 12d6 (avg 42) at 11th
- Melfs Acid Arrow does 14d4 (avg 35) at 18th.
Also fire resist is pretty common. And, although acid resist isn't, Melfs does this damage over 7 rounds and can be neutralised during that time. Damage reduction for force is rare afaik, unless shield and similar effects work against this spell.

About the splash damage: I would allow a Reflex save to halve this, or limit it to 1 point without scaling. At level 10 6 marbles doing 6 points splash each would give you 36 points of unavoidable damage in a 5ft radius. A fireball has a much larger area of effect, but has a save vs the average 35 damage it does at that level, is a higher level spell and doesn't scale up beyond this.

The spell starts out pretty fair and does 2d10 + 2 (avg 13, ignoring 4 splash) at 3rd level. Scorching ray does 4d6 (avg 14) and Melfs does 4d4 (avg 10) at that level.

To remedy this I would impose a limit to the number of marbles this spell can affect. I would also remove the scaling damage per marble. Say you get 2 marbles, + 1 per 3 levels over 3rd to a maximum of 6, and the damage of the marble doesn't increase. This way you would get 6d10 + 6 (avg 43) 36 splash at level 15 which seems about even to Scorching Ray and Melfs Acid Arrow. 6 marbles doing 6 splash damage each (Reflex halves) would not be too bad to counter having to throw all those beads.
RavenDrake

09-16-05, 10:04 PM
Good points... I had not fully figured out the damage potential for the spell, something I should have done.

I'm thinking that, aside from the minor problems of the stastics on Bead of Force, the other spells are mostly acceptable... but I'm still having trouble working on Plane of Force. The idea really isn't that difficult, but it's proveing sooooo annyoning to try and word properly....
RavenDrake

09-20-05, 01:04 AM
Adding two new 4th level spell effects to the list.

Arcane Ancilla
Evocation [Force]
Level: Sor/Wiz 4
Components: V, S, F
Casting Time: 1 Action
Range: Close (25ft plus 5ft/2 levels)
Effect: Summon a pair of force-effect "Hands"
Duration: Concentration, up to 1 minute/level
Saving Throw: None
Spell Resistance: Yes

This spell, when invoked, summons a pair of floating, disembodied hands that obey the caster's instructions. These hands are a desterous and strong, and capable of handling and manipulating objects.

The hands have an effective Strength score of 20 and an effective Dexterity score of 15. If they strike a target without a weapon, they strike as +1 weapons that deal 1d3+5(str) force damage. They can weild weapons, grapple opponents, and perform skills. Because the Caster is in full control of the hands, they threaten a 5ft area around themselves and can flank opponents and take Attacks of Opportunity. They have a BAB equal to their summoner's Caster Level, and use the caster's skill ranks and feats as if they were their own. If they strike barehanded against a creature with spell resistance, then they must succeed a caster level check. If they fail, then they fade out of existance.

The caster must maintain concentration on the spell at all times and can take no other actions. However, they may still move and defend themselves. The force hands they created can take full round actions, including a itterative attacks.

The Ancilla can lift creatures and heavy objects(Medium load or more) off the ground, but only 10ft high. They are treated as a flying, medium, bipedal creature for determinging thier load levels. The Ancilla with only a light load, however, can travel freely anywhere within range of the spell. However, the caster must be able to see the hands to maintain concentration on them, and they can only direct the hands to attack creatures they can see and peform skills on targets they recognise. If the spell ends for any reason(dispelled, caster stops concentrating, etc). Then whatever they were holding drops to the ground wherever they were at.
Arcane Focus: A small pair of white silk gloves embroidered in thread of Platinum worth at least 250gp.

Barbed Lattice
Evocation (Force)
Level: Sor/Wiz 4
Components: V,S,M
Casting Time: 1 Action
Range: Medium (100ft plus 10ft / level)
Effect: Creates a crackling, spiked web of force
Area: 40ft Emmenation
Duration: 1 round / level
Saving Throw: None
Spell Resistance: Yes

When cast, the spell causes a faint wavering lattice of force to cover every inch of ground and every unattended, inanimate object within the radius of the emmenation. This lattice of force can run flat along the ground, or along walls, ceilings, pilars, etc.

The web of force is constantly shimmering and extends viciously sharp three-inch barbs of force into the area. Any creature entering an area of a Barbed Lattice spell must treat each affected square as though it was covered with caltrops, which strike as special +1 weapons and deal Force damage. Addtionally, climbing is impossible within the area of a Barbed Lattice. If any creature begins or ends its movement in a square affected by a barbed lattice, they suffer an additional attack from the crackling force spikes.

This lattice prevents Etherial and Incorporeal creatures form passing through any solid object which it covers, but does not otherwise bar thier progress over the Lattice. Any such creature who comes in direct contact with a lattice, for example trying to force their way through, takes 1d8 points of force damage and is halted.
Material Component: A small fillagree glass spiderweb worth 5gp.