A cluster of new spells [Archive] - Wizards Community

Post/Author/DateTimePost
Arhra

05-28-04, 06:56 AM
Well I've decided to post up some of the more interesting spell ideas I've concocted. I'm a little uncertain if they're too powerful or not so I would like some critiquing. Two of these spells are fairly complex and versatile.


Mindleech
Transmutation
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes

The caster’s successful melee touch attack drains 2 spell levels + 1 spell level/2 levels from the foe and transfers them immediately to the caster. If the creature has an at will ability that is drained, they can not use it for the next 1d4+1 rounds. The spell loss is randomly determined. The caster can’t gain more spell levels than he or she normally has available in a day and must choose which expended prepared spells to return. The stolen spell levels remain in the caster’s reserve until used normally. Expended Mindleech spells can not be restored with these stolen spell levels. This touch attack, charged with a spell, is treated as an armed attack.

Against creatures who have spell casting ability, this touch instead deals 1 point of temporary Intelligence, Wisdom, and Charisma damage. The caster gains 3 spell levels from this drain.

Mercurial Armour
Conjuration (Creation)
Level: Sor/Wiz 6
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No
This spell clads the target in silvery armour of flowing quicksilver, providing a +8 armor bonus and a +2 dodge bonus to AC. Unlike mundane armor, mercurial armour entails no armour check penalty, arcane spell failure chance, or speed reduction as it is fluid, only becoming momentarily solid to ward off a blow. The armor also bestows graceful swiftness upon its wearer,granting a +2 bonus on attack rolls and reflex saves and increasing all speeds by 10 feet. Finally incorporeal creatures can’t bypass it the way they do normal armour.

Focus: A phial of mercury.


Quicksilver Dagger
Conjuration (Creation)
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: 0 ft.
Effect: Conjured dagger
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: Yes

This spells conjures forth a dagger of ever shifting mercury. The blade constantly flows and shifts as you wield it, almost as if it is alive. This constant shifting makes the blade's attacks difficult to defend against. Attacks with the quicksilver dagger have a +1 bonus on attack rolls per 4 levels (max +5). The blade deals 1d6 points of slashing damage +1 point per two caster levels (maximum +5). While holding the quicksilver dagger it imparts some of its swiftness to you, granting a +2 dodge bonus to AC. The dagger disspates one round after leaving your hand.

Material Component: A drop of mercury.


Tentacled horror
Conjuration (Creation)
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 1 five foot square/level (S)
Duration: 2 rounds/level (D)
Saving Throw: See text
Spell Resistance: No

This spell conjures forth an amorphous mass of inummerable black tentacles called a tentacled horror. You can not conjure the horror so that it appears in an enemy's face. You can direct the tentacled horror as a free action. It has a speed of 10 feet and moves and attacks during the caster's turn (the horror takes its first actions in the caster's next turn). To move the horror the caster simply designates a center point and places the 5ft by 5ft sections of the horror around it. The sections only need to be continously joined to each other but they may not be more than 25 feet away from the horror's center point. Each segment has a reach of 5 feet and can attack independantly with an base attack bonus equal to 3/4 of your caster level. They have a Strength score equal to 5 + your caster level and deal 1d6 damage. Each segment has an AC equal to 12 + 1/2 your caster level and has 2 hp per caster level. If a segment is destroyed and there are other segments attached to it that are not attached to any other parts (this includes diagonally) then those sgements are also destroyed.

The tentacles can move to engulf a creature. The tentacled horror merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the horror, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed at a Reflex save against a DC is standard for a spell of 5th level) or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the tentacled horror moves forward.

A creature engulfed by the tentacles (i.e. each square of their face has a square of the hororr in it.) must make a grapple check each round opposed by the horror's grapple check or be unable to move. The horror is treated as a Huge creature in grapples. Even if they succed, their speed is halved while they remain in side it. The vision of those within the horror is limited to 5 feet, and casting spells is difficult due to the writhing tentacles. Anyone trying to cast a spell must make a Concentration check (DC 15 + spell’s level) to successfully cast a spell inside the horror.

Finally, the caster can concentrate on the tentacles on each round after the round in which they are summoned for up to one round per level. If they do this the tentacles have a +2 bonus on attack rolls and to their AC for that round and also an additional 5ft by 5ft segment can be added to the horror.

Material Component: A piece of tentacle from a giant octopus or a giant squid.


Icy Bastion
Evocation [Cold]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 1 or more anchored formations of ice, up to one 5-ft. cube/level (S)
Duration: 1 min./level
Saving Throw: See text
Spell Resistance: No

This spell creates shapeable formations of magically hardened ice that anchors to its surroundings. The spell creates 1 5 foot bube of ice per caster level. The wall cannot be conjured so that it occupies the same space as a creature. Fire can melt a wall of ice, and it deals full damage to the wall (instead of the normal half damage taken by objects). Suddenly melting a formation of ice creates a great cloud of steamy fog equivalen ot a fog cloud spell centered on the melted ice that lasts for 10 minutes.

You can create the ice formations in almost any shape you desire (for example, you could use one five foot cube to instead creature a pinnacle of ice one foot wide and 25 feet high or even shape it into a medium sized ice sculpture). The formations created need not be vertical however it be solidly supported by the existing surroundings. It can be used to bridge a chasm, for instance, or as a ramp. For this use, the span must be at least one inch thick per 50 pounds it can support and if the span is more than 20 feet, it must be arched and buttressed, requiring double the thickness.

Like normal ice, these ice formations can be destroyed by a disintegrate spell or by normal means such as breaking and chipping. Each 5-cube has 15 hit points per inch of thickness and hardness 8. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 20 + 2 per inch of thickness. It is possible, but difficult, to trap mobile opponents within or under the ice, provided the ice is shaped so it can hold the creatures. Creatures can avoid entrapment with successful Reflex saves.

Additionally you can choose to use a five foot cube of ice to cover an area equivalent to a 20ft by 20ft square in a sheet of ice 3 inchs thick. The area does not need to be a square, nor does it need to be continous. The ice can be made to be extremely smooth and slick, counting as if the area is under the effect of a grease spell. Alternatively you can choose to cover the area in a field of sharp icicles. Any creature moving on foot into or through this area takes 1d3 points of piercing damage for each 5 feet of movement through the spiked area. Any creature that takes damage from this effect must also succeed on a Reflex save or suffer injuries to its feet and legs that slow its land speed by one-half. This speed penalty lasts for 24 hours, until the injured creature receives a cure spell (which also restores lost hit points) or until they or anyother creature spends 2 full round actions treating the injuries and succeeding on a Heal check against the spell’s save DC.

Material Component: A piece of quartz crystal.
Lassar

05-28-04, 07:04 AM
interesting spells...

i am not so familiar with spell editing and so far I have only a short question concerning the fisrt spell mindleech.
the spell levels you steal....does the enemy loose spells randomly, or spells of the highest spelllevel first?


thanks,

lassar
Arhra

05-29-04, 06:44 AM
Hmm I hand't really tohught of that. The spells lost are randomly determined. I might want to change its saving throw to Will negates, I'm not sure why its Fortitude right now.
Lassar

05-29-04, 06:59 AM
hmmm,

will save would be better!

i am not sure if this random drain of spells is working well. Just in case you can drain 7 spell level. You drain - randomly - a 5th level spell.
As far as i understood it, you would have 2 spell level left to drain, would you than randomly choose a 2nd level or 2 1st level spells or what would happen.

moreover what is happening if you drain a spell level you are not able to cast yourself? in theory it would be possible to get a 6th level spell even if you are only able to cast 5th level spells.

hmmm, there we need a better ruling, but still, I like that spelll. :-)
Arhra

05-31-04, 07:04 AM
Basically how it would work is this: You randomly determine the spells lost (for example if you drained 7 spell levels you could drain one 7th level spell or a 3rd level spell and a 4th level spell) and then you determine what spell slots you will return so if you drain 7 spell levels but only can cast up to 6th level spells you have no 7th level spell slots you could return but you could return a 6th level spell and a first level spell or even 7 1st level spells if you wanted to.

I've changed the saving throw to a Will save.
smrtgmp

05-31-04, 07:07 AM
most of the drain-a-spell spells I've seen start with the highest spells available. Just something to think about.
Arhra

09-07-04, 08:03 AM
Hmm, I might revive this thread seeing how its finally turned up again after the boards re-sort. I'd like some feedback on spells other than mindleech though.