A Collection Of Anime Inspired Spells [Archive] - Wizards Community

Post/Author/DateTimePost
Unholydragoon

07-19-03, 05:03 PM
Heya all. Due to popular demand on another thread, I am posting a smorgasboard of spells inspired by Anime (maybe even videogames). There is a decent slew of them. The content is in in the thread itself. This has taken on a life of its own! The spells are scattered amongst the pages, but I am keeping a master list of every spell in the thread in this post, as well as who made them. Enjoy!

This first post will have the names of them. The Second post has a spell template for anyone seeking to add to the thread. All my old Slayers' spells are in the third post.

Slayers
Demona Crystal
Burst Round
Flare Arrow
Explosion Array
Elmekia Lance
Magma Roar (Vlave Howl)
Stone Spiker (Dug Haut)
Ra Tilt
Val Flare
Shadow Snap
Digger Howl
Digger Volt
Sea Cucumber Spin (Kyu Kyum Spin)
Summon Jellyfish (Zelas Gort)
Go Fish! (Lina's Fishing Spell)
Degenerate
Flare Arrow by Dante Darkstar
Elmekia Lance by Dante Darkstar
Elmekia Flame by Dante Darkstar
Gaav Flare by Dante Darkstar
Dynast Brass by Dante Darkstar
Ra Tilt by Dante Darkstar
Blam Brazer by Dante Darkstar
Digu Volt by Dante Darkstar
Burst Flare by Dante Darkstar
Dragon Slave by Armoured Priest
Giga Slave (epic) by Armoured Priest
Secret Strike: Shooting Star Cleaver Smash by Vaalingrade Ashland
Mono Volt by The Icy Krakal, Asmodeus Liege NEW!

Yuu-Yuu-Hakusho
Aura Strike
Spirit Missile (Gun), Lesser
Spirit Blast (Shotgun), Lesser
Dragon of the Darkness Flame(Kokuryuuha)

Naruto
Bond of the Animal Spirit
Lightening Death
Lightening Edge courtesy Lavis Knight Unfinished
Shadow Clones
Shadow Clones (kage bunshin no jutsu) courtesy Kuroken Unfinished

Other Anime
Sylph's Blades of Air
Kahmehameha Wave courtesy Armoured Priest
Solar Flare by Armoured Priest
Rubberize courtesy The Mad Hatter 10 6
Locomotion courtesy Carefree Butterfly*
AbnormalThird Eye Portal by Carefree Butterfly*
Flying Nimbus courtesy The Debonair Swordsman/Unholydragoon
Soul Shattering Iron Claw by Vaalingrade Ashland
Kaazana by Vaalingrade Ashland
Monofilament by Vaalingrade Ashland
Special Beam Cannon by january_samurai
Destructo Disk by january_samurai
Kaioken by january_samurai

Generic Anime
Megaton Hammer courtesy Edymnion
Energy Blade
Shout of Power, Lesser
Sub-Space Pocket
Hammerspace Pocket
Victory! by Carefree Butterfly*
Protection Barrier by january_samurai
Bad Pun by january_samurai
Super Deform (Chibify) by Vaalingrade Ashland
Sweat Drop Club by Vaalingrade Ashland
Earth Decapitation by Arilou_skiff

Video Games
Megid Flame courtesy Armoured Priest
Float by Armoured Priest
Float, Mass by Armoured Priest
(Un)Holy by Armoured Priest
Meteo
Ultima by Legrasse
Guarding Breeze
Bio
Climhazzard by Cloud Strife
Chef's Knife by Cloud Strife
Odin by Cloud Strife
Home/Ryuka by Armoured Priest
Outside/Hinas/Warp(Exit) by Armoured Priest
Healing Circle by Vaalingrade Ashland NEW!


....more to come... http://www.geocities.com/kalatash/victory.txt
Unholydragoon

07-19-03, 05:05 PM
Spell Template

Name
School:
Level:
Components:
Casting Time:
Range:
Area:
Duration:
Saving Throw:
Spell Resistance:

[Phrase]

Description:
Unholydragoon

07-19-03, 05:18 PM
Slayers Spells

Burst Round
School: Evocation
Level: Brd 2, Drd 3, So/Wi 2,
Components: V, S
Casting Time: 1 Action
Range: Medium (100 ft. + 10 ft. / level)
Area: 20 foot radius sphere
Duration: Instant
Saving Throw: see below
Spell Resistance: Yes

Description: The spell creates numerous balls of light near a target which burst, spreading flames. The spell is visually impressive, but the damage from the spell is slight. Even a direct hit will only light wounds, making this a good spell to use as a diversion or to frighten enemies. The spell deals 1d6 + 2 points of fire damage to everyone in the area of effect. Additionally, the targets must succeed at a fortitude save or be dazzled, suffering a -1 penalty to attacks and spot checks for 1 minute.
-------

Degenerate
School: Necromancy
Level: 5
Components: V, S
Casting Time: 1 action
Range: touch
Duration: Instant
Saving Throw: Fortitude Partial
Spell Resistance: yes

Description: This spell causes a creature's regenerative powers to be turned back upon itself, possibly slaying them utterly. Each target must be touched.

Thereafter, the next attack that deals damage to the character forces a Fortitude save. If failed, the creature is immediately slain. On a successfull save, the target instead takes damage equal to his levelof regeneration +1d6 for 1 round per 3 levels of the caster (max of 10 rounds).

For example, if a Troll (Regeneration 5) would take 1d6+5 points of damage for 1 round per 3 levels of the caster (3 rounds at level 9).
----

Demona Crystal
School: Evocation
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 feet + 10 feet per level)
Area: 20 foot radius burst, and up to 1 target/level
Duration: instantaneous, 1 round/level (see text)
Saving Throw: See Text
Spell Resistance: yes

You who crosses between sky and earth, gently flowing water, gather in my hand and give me power! DEMONA CRYSTAL!

Description: A highly effective spell which makes icy fog appear out of the ground, which then suddenly freezes to anything within the area of effect. During the casting of this spell (beginning on the casters action) a low-lying cloud of mist appears in the area of effect, finally solidifying when the spell is finished being cast.

At the end of the casting, Ice shoots up over everything in the area of effect, dealing 1d6 points of cold damage per level (max of 10d6) to everything in the area. The caster is allowed to make a ranged touch attack for up to 1 target per level. All creatures are allowed a reflex save for 1/2 damage, and those targets he successfully hits must make a Fortitude save or be Slowed for 1 round/level. Creatures that have any sort of cold resistance are immune to the second effect.

Material component is a shard of blue quartz.
----------

Digger Howl
School: Conjuration
Level: Sor/Wiz 3, Earth 4
Components: V, S, M
Casting Time: 1 round
Range: close (5 ft. per level)
Area: Line (See Below)
Duration: instantaneous
Saving Throw: No/Reflex half
Spell Resistance: no

Infinite earth, mother who nurtures all life, submit to my will! DIGGER HOWL!

Description: The spell streaks from the point on the ground that the caster touches to its designated target, exploding the earth upwards on its journey. Any in the line between the caster and the target may make a reflex save for half of the targets damage. The caster makes a ranged touch attack against the primary target; if successful, the target takes 1d6 points of damage per 2 caster levels, max of 5d6. The target of the spell gets no save.

The material component is a 10 gp smoky quartz. It is consumed in the casting as it is pressed into the ground.
-----

Digger (Digu) Volt
School: Evocation
Level: Sor/Wiz 3,
Components: V, S
Casting Time: 1 action
Range: Short (10 feet)
Area: 1 Target
Duration: instantaneous
Saving Throw: No
Spell Resistance: Yes

Wind, crimson flame. Grant the power of thunder to my hand! DIGGER VOLT!!

Description: This spell causes a short arc of electricity to shoot out of the casters hands and strike a single target. The caster must succeed at a ranged Touch attack to hit the target. On a successful hit, the target takes 1d6 points of damage per level of the caster (max of 10d6).
--------

Explosion Array
School: Evocation
Level: Sor/Wiz 3, Earth 3
Components: V, S, M
Casting Time: 1 action
Range: close (5 ft. per level)
Area: 10 foot radius circle on ground
Duration: instantaneous
Saving Throw: Reflex Half
Spell Resistance: yes

Hear me spirits of the Earth! Honor your vow in this hour of need and do my bidding. Explosion Array!

Description: Explosion Array causes a massive upheaval of the ground beneath the targets and uses this force and debris to throw victims into the air 10 feet per 2 levels (max 50 ft.) and bring them back down. The spell inflicts 1d6 points of damage per level (max of 10d6), and any in the area of effect are knocked prone by the spell.

Half of the damage is from the explosion itself and half is from the fall. Note, this damage replaces the normal falling damage due to the nature of the spell. Spells and abilities that protect against falling damage also prevent half of this spells damage.

The material component of the spell is a small sphere of clay filled with a mixture of the caster's blood and saliva.
-------

Flare Arrow
School: Evocation
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. plus 5 ft/2levels)
Area: up to 5 targets, no two of which may be further than 15'
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Source of all power, crimson fire burning bright. Flame Arrow! or The East winds that blow have you as their source. Flow into my hands and ignite all their force! Flare Arrow!

Description: This spell creates arrows of flame that are fired by the caster (requiring a ranged touch attack to succeed), dealing 1d6 fire damage. The caster creates 1 missile for every two caster levels, with the max of 5 missiles at level 10 (1 at levels 1-2, 2 at levels 3-4, etc.). In addition, this spell is defeated by a Shield spell. (as magic missile)
---------

Flash Lance (Elmekia Lance)
School: Necromancy
Level: Cleric 2, Sun 1
Components: V, S, DF
Casting Time: 1 Action
Range: Close (25' +5'/2 levels)
Area: 1 target
Duration: Instant
Saving Throw: None
Spell Resistance: Yes

Description: This spell creates a lance-like beam of light that attacks a beings life force. The caster makes a ranged attack with a +4 bonus. Against a living being, the spell deals 2d6 points of damage, +1 per level of the caster (max of max of +10). Against outsiders and undead, the spell deals double damage. This is effectively type-less force effect that ignores damage reduction.
--------

Go Fish!
School: Enchantment (Compulsion)
Level: Brd 0, Drd 0, Rgr 1, Sor/Wiz 0
Components: S, M
Casting Time: 1 action
Range: close (15 feet)
Area: See Below
Duration: 1 round/level
Saving Throw: No
Spell Resistance: No

Description: This spell is used to catch dinner. By enchanting a fishing pole, the hook and lure become irresistable to fish. Each round, the caster hooks and catches a single fish from a fish swarm. This does not work on any creature with more than a single HD, nor any fish with an intelligence higher than 1.

The Material component is a strand from the casters hair wrapped around the fishing line (or, if long enough, used as the fishing line).
--------

Magma Roar (Vlave Howl)
School: Conjuration
Level: Sor/Wiz 6, Earth 8
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. plus 5 ft/2levels)
Area: Line 10 ft. wide
Duration: see below
Saving Throw: Reflex Half
Spell Resistance: Yes

"Infinite earth, mother who nurtures all life, let thy power gather in my hand! VLAVE HOWL!"

Description: This spell was originally intended to be a fire based version of Cone of Cold, but the spell ended up with a much different effect than intended.

The spell conjures a spray of fiery magma that spreads out in a line 5 ft. high away from the feet of the caster to the edge of the range, dealing 2d6 physical damage and 3d6 heat (fire) damage. Thereafter, it deals 3d6 points of fire damage a round for 1 round per 4 levels; at level 20, the spell deals an initial 5d6 {2d6 physical, 3d6 fire} and deals 3d6 fire damage for the next 5 rounds for a max of 2d6 type-less and 18d6 fire.
------

Ra Tilt
School: necromancy
Level: Cleric 7, So/Wi 7
Components: V,S,DF
Casting Time: 1 Full Round Action
Range: Close (25' +5'/2 levels)
Area: 1 target
Duration: Instant
Saving Throw: Fortitude Partial
Spell Resistance: Yes

Source of all souls which dwell in eternal and infinite. Everlasting flame of blue, let the power hidden in my soul be called forth from the Infinite...RA-TILT!!

Description: This is one of the strongest spells designed to affect the spirit of a person or creature. A ball of light forms in the casters hands as he chants the spell. He releases it to send it streaking out to strike a single creature that it is enveloped in a pure sky blue light.

The caster makes a Ranged Touch Attack; Success deals 5d4 points of temporary Constitution Damage, with a fortitude save to reduce the damage by half. Additionally, the target receives 5d8 +1 per level of the caster (max of +20) points of type-less damage, after receiving the Constitution damage. (Deal the damage to the Characters adjusted HP total)

Against Outsiders it deals twice the amount of temporary ability damage (so 10d4 con damage). Against the Undead, they instead take 10d4 Charisma Damage.

If the Con or Charisma Damage is enough to slay the creature, then the creature’s soul has been sent on to the afterlife (no damage to the body). They may be resurrected normally. Against Outsiders and the Undead, they are destroyed utterly if the ability damage slays them (Outsiders are treated as if slain on their home plane).

As this spell attacks the life/animating force of creatures, it deals ability damage to creatures normally immune to ability damage (undead).
-----

Sea Cucumber Spin (Kyu Kyum Spin)
School: Conjuration (Calling)
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Short (25 feet + 5 feet/2 levels)
Area: 1 5'x5' square per level (max of 5 squares)
Duration: instantaneous
Saving Throw: No
Spell Resistance:

Description: This is a flashy, though incredibly weak spell. It may only be cast near a body of Seawater. When the incantation is finished, a small waterspout spins toward the designated area.

Instead of the waterspout dealing damage, instead it drops of a small swarm of natural sea cucumbers in the squares selected. These normal animals have no effect themselves, save to move and make the area slick. Anyone in the five foot square occupied by the sea cucumbers must make a balance check (DC 5) or fall prone. There is no other effect. The cucumbers survive for 1 minute, and then perish. After that point, no balanc checks need be made.
----

Shadow Snap
School: Enchantment
Level: Clr 1, Brd 1, So/Wi 1
Components: V, S, F
Casting Time: 1 Action
Range: Medium (100 ft + 10 ft/level)
Area: 1 Target
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

Description: This spell snares the targets shadow, preventing movement. By making a ranged touch attack, a target is prevented from taking any movements while held by this spell. His movement rates (all of them) effectively become 0. Even a 5 foot step is prohibited. However, in a place where there are no shadows or when for some reason the target's shadow temporarily disappears, the effects of the spell ends. So, by using spells, items, and effects (such as a torch, a light spell, even a Fireball) to temporarily erase your shadow, the effects of the spell can be negated.

The Focus is a dagger or short sword. When the spell is cast, a replica of the weapon is imbedded in the shadow of the target. This replica dissapears when the spell ends.
---------

Stone Spiker (Dug Haut)
School: Invocation
Level: Drd 6, So/Wi 5
Components: V, S
Casting Time: 1 Action
Range: Close (25 feet + 5 feet/2 levels)
Area: see below
Duration: Instant
Saving Throw: Reflex Partial
Spell Resistance: No

Description: A powerful and effective spell in which numerous large stone spears rush out of the ground. This is done by gathering magical energy in a hand and slamming that hand against the ground, which causes the layers underneath the ground to shift. Since this spell also causes a small earthquake, any target whose feet are on the ground will have a hard time dodging this spell. This is a more potent version of the spell Digger Howl

a 40 foot radius area of the ground quakes when the spell is cast. Anyone in the area must make a reflex save or be knocked prone. The caster then makes a ranged attack with a +4 bonus against 1 target per 2 levels of the caster. No target may be selected more than once. If successful, the targets are speared by the stonework jutting from the ground and receive 1d6 points of damage per level of the caster (max of 10d6. This is physical damage, so damage reduction applies.
-----
Summon Jellyfish (Zelas Gort)
School: Conjuration (Calling)
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Short (25 feet + 5 feet/2 levels)
Area: 5 foot radius
Duration: See Below
Saving Throw: No
Spell Resistance:

Description: This is a flashy, though incredibly weak spell. When the incantation is finished, a small group of jellyfish is called to the are of the spell. This spell was created to summon jellyfish. When drowning in the sea, the caster can be saved by the rush of jellyfish, but no other use of this spell can be seen.

The Jellyfish are totally harmless. If needed, they may provide concealment for any one target in the area of effect. In this case the spell lasts for 1 round per level. Or, they may buoy 1 target in the water and carry him up to 1 mile per level.

Afterward (or if no command is given), the jellyfish remain and are uncontrolled by the caster.

Though jellyfish do taste quite good, pickled. :smirk:
-----

Val Flare
School: Invocation
Level: So/Wi 5
Components: V,S
Casting Time: 1 Action
Range: Medium (100 ft + 10 ft/level)
Area: see below
Duration: Instant
Saving Throw: Reflex Partial/Reflex Half
Spell Resistance: Yes

Description: This spell combines the effects of Flare Arrow with that of Fireball to produce a targeted burst for lethal amounts of fire damage. Upon completion of the spell, an arrow of fire appears.

The caster makes a ranged touch attack. On a succesfull hit, the target takes 1d6 points of fire damage/ 2 levels of the caster (max of 5d6). The arrow then balloons out in a 25 foot radius burst, dealing 1d6 points of fire damage/level (max of 15d6). The target cannot reduce the initial fiery arrow damage, but is allowed a reflex save for half of the burst effect. Everyone else in the area of effect gets a reflex save for half as normal.
------

Well, here is a compiled list of my Slayers spells to date. Yes, there are a lot of them. I compiled them for ease of labelling.
Vaalingrade Ashland

07-19-03, 07:30 PM
Very nice :cool:
A couple of things though: Shadow snap needs a focus (piercing weapon, thrown at the target's shadow) I never saw them do it without the dagger/sword.
and lastly, correct me if I'm wrong, But isn't is burst rondo? Or am i thinking of two diffrent spells?
All in all, very nice. You can be they will find thier way into my campaign.
JusticeZero

07-20-03, 02:57 AM
I see no area on Digger Howl.. it blasts a line that's the length of a longsword swing? The only distance is 'Range: 5'". which should probably just be replaced by the max length of the line before it fails.
KitsuneSoup

07-20-03, 06:30 AM
A coupla' things:

Burst Rondo / Baasuto Rondo

Nothing really; it's just really called Burst Rondo.

Flare Arrow

There isn't a cap on the number of arrows that are created. While Sylphiel has a habit of creating only one small flare carrot, Lina can use the spell to create dozens of streaking attacks.

Elmekia Lance

It can't actually harm anyone other than a Mazoku. When used on a human, elmekia lance drains their life force and intelligence for a few weeks. If you want to kill people, you need to learn elmekia flame.

Vlave Howl

While it's the molten pillars that make the spell cool, it should be noted that the area of effect is actually turned into magma. The magma remains until both the spell runs out and it naturally cools, making the battlefield a most dangerous place to fight.

Dug Haut

I like your spell, but you might note that targets knocked prone have penalties to their AC. This is important because the spell should knock them over, then attack them.

Ra Tilt

You should mention that this spell has no effect on beings without a spirit/soul. While undead, zombies and skeletons are at no risk of damage, and a lich with its soul gem far away could be considered immune.

In general, nice. We've been running Slayers BESM for a while, and I've been to lazy to convert the spells to D20. You might want to check out this index:

http://qp-diana.hp.infoseek.co.jp/Dictionary/m_list_e.html

KitsuneSoup
Sabrewolfe

07-20-03, 06:58 AM
great stuff! well thought out, well executed. d&d needs more direct offense spells like these. especially sorcerers. ra tilt might be a lttle low for that much constitution damage, but all in all very good :D

by tht by i agree that flare arrow shouldn't have a cap, but then neither should magic missle. no worries though. thats what house rules are for :angel:
Arcanix

07-20-03, 02:44 PM
This is the single coolest threead I have ever seen!! :bow:

I'd maybe increase Ra Tilt to 7th level, as it is a little potent for 6th; but I'd add a much greater range, especially as it can affect only one target.
SebianHide

07-21-03, 04:16 AM
SLAYERS! I love Slayers! I lent someone my tape 4 years ago, and I haven't seen it since...

Anyway! Great job, Unholy!
Unholydragoon

07-21-03, 04:46 AM
On Burst Round:depending on the OAV or the Series, is also called Burst Round.

On Elmekia Lance: from Slayers Universe (http://www.inverse.org/e):
Slayers Universe:
A spell which creates and fires a lance of light, which damages a target's spirit. This spell deals no physical damage, and even a direct hit only causes the target to fall unconscious for a period of time. A useful spell against spirit beings such as Mazoku.Dealing with "souls" the way Slayers does is very iffy business mechanics wise. So I opted to handle it as generically as possible in the D&D machine.

On Flare Arrow: The most I recall them throwing from a single spell is 5. Additionally, the mechanics dicate that it needs a cap to be a first level spell. It can't be 100% accurate, I'm afraid. :(

On Digger Howl: Whoops, I'll add that in. :blush:

On Dug Haut: the knocking prone is sorta iffy. Initially, it only shakes up the ground, it doesn't knock them down (as per Zel's casting of it, season 1). besides, as a ranged touch, prone negates dex so that would mean an almost guaranteed hit. That's unfair to everyone onvolved.

On Vlave Howl: Again, mechanics have to come before 100% accuracy. I wish it were another way. :bigeyes:

On Ra Tilt: According to the DMG and MM, undead do indeed have souls. It's just that the animating force is negative energy instead of the soul. hence why animated undead cannot be Raised or Ressurected normally.

On Shadow Snap: D'oh! Forgot to mention it. I also had it listed as a material component instead of a focus. :blush: I'll go and fix that.
Aelreth

07-21-03, 06:56 AM
Trying to get 100% mechanics in anime is very difficult. You just have to get the overall concept down



Unholy Dragoon

On Ra Tilt

Switch the level to 7

Then write, this spell affects creatures normally immune to level/ability drain.

Then switch SR to yes
Legrasse

07-21-03, 10:50 AM
I was under the impression that the Ra Tilt could only hurt outsiders and the undead. I really don't remember it ever being used on a human.:confused:
Unholydragoon

07-21-03, 12:35 PM
Originally posted by Legrasse
I was under the impression that the Ra Tilt could only hurt outsiders and the undead. I really don't remember it ever being used on a human.:confused: No it wasn't. Against human beings though, it is suposed to be 100% fatal. Not even leaving a body behind. Again though, that's too strong for D&D mechanics for when the spells should be castable. Since the Following spells are all as strong or stronger than the Ra Tilt:

Ruby Eyed Blade
Chaotic Disintigrate (Dragon)
Dragon Slave
Ragna(Laguna) Blade
Giga Slave

Of that list, only the Giga Slave is an Epic Spell. But I will put the Ra Tilt at level 7.
Vaalingrade Ashland

07-21-03, 05:44 PM
On Burst Round:depending on the OAV or the Series, is also called Burst Round
Thats right. In the OAVs, it was Burst Round. Good catch.
Any chance of you converting the jellyfish spells?
(Psi)SeveredHead

07-21-03, 06:02 PM
I would take away the SR from Vlaive Howl.

Actually, SR doesn't seem to work the same way for most enemies.

Shabranigdu seemed to have SR (Elmekia Lance only hurt him when channeled through the Sword of Light) but most demons are immune to several or all elemental spheres and don't resist astral spells at all.

Kanzel couldn't even be scratched by the Dragon Slave or the Sword of Light!
Sabrewolfe

07-21-03, 09:16 PM
actually the ra tilt would be automatically fatal against any normal human; adventurers are the only ones with a chance of surviving it, and adventurers are supposed to be extrordinary souls. you could make it so that if a mortal non-outsider takes lethal damage from the initial constitution damage, their body is completely consumed by the spell.
evangelion1010

07-22-03, 03:21 AM
never was much into slayers. didn't stop me from getting the dvd signed by the japanese voice for lina.... or was it naga... i think it was naga, she did her laugh for us.... anyways, from what i did see of the series, i want to see the D&D version of dragon slave..... and a DBZ core class.

good work, unholy dragoon.
Azy

07-22-03, 05:08 AM
Err... Unholydragoon? Only the Giga Slave is Epic, you say? Umm, need I point out, Dragon Slave=craterized city? Sounds pretty Spic to me... Heck, I've seen Lina craterize entire city-states with it! I'd say from a mechanics standpoint, the DS is definitely Epic.(Although I'll grant that only the Giga Slave is described in Slayers with the whole miscast thing... But most of the time, Lina deliberately miscasts it - only once has she pulled a perfect GS...)

~Azy (long-time Slayers fanatic, and canon-lawyer)
Unholydragoon

07-22-03, 04:11 PM
On the Dragon Slave - I don 't think anyone would really argue that Lina is an epic level caster. :P However, Sylphiel is not, nor was Zolf. Both of them can indeed cast the Dragon Slave.

As for why it is a "normal" spell...Lina doesn't always cast it exactly the same. Depending on the time she takes prepping the spell, as well as whether or not she uses the Demon Blood Talismans, her Dragon Slave has vastly different dimentions.

So for D&D, just add metamagics to explain it. Widen, Itensify (epic), etc. Someone else on the boards created a version of the Dragon Slave back on the old boards. I'll see if I can hunt it down. The one thing I do know that they did as a balancer was made the spell cost XP.

Again on Ra Tilt - I refer ye to Slayers Universe (http://www.inverse.org) for information.

Slayers Universe Spell Compendium on the Ra Tilt:
The strongest spirit magic spell which envelops a target in blue-white light. This spell can only be used against a single target -- and only those that have spirits -- but its effect is absolute. The blue-white flame can destroy even a pure Mazoku with a single hit.

(Psi)Severed Head - I am aware of the wonky way Slayers handles SR. Again, these were created for use in regular D&D to give it a more "Anime"esq feel. So 100% accuracy cannot be had.

Most true Mazoku (not monsters! :nonono: to the translation) are immune to all but a select few spells. AFAIK, they are only affected by the strongest of Black Magic, a few White spells, and some (not all) of the Spirit (Shamanism) spells. Would ye really want to give every "demon" in such a game a Golem's Magic Immunity?!?!?!

So again as a caveat: The spells are as accurate as the mechanics of the system allows them to be.

Vaalingrade Ashland - I'll see what I can come up with! :cool:
Azy

07-22-03, 10:04 PM
Okay, I'll buy that. :P But still, a normal Dragon Slave is described as being able to blow up an entire city... (but then again, in Slayers the power of a spell is varied depending even on if you use the incantation or not...)

~Azy
Unholydragoon

07-23-03, 02:34 AM
As a thought, a spell with a 40 foot radius burst effect (80 foot diameter), will destroy most of a medieval village ina single hit. At leas the center of it, anyway. :P
Azy

07-23-03, 04:47 AM
A village, sure, but I can think of two instances off the top of my head where Lina used the Dragon Slave to annihiliate entire city-states! On the other hand, I can also think of an instance where she cast the DS without the incantation, to a much reduced effect.

Of course, all spells in Slayers are reduced in power and effect without their incantations... Seems a little hard to reflect in D&D mechanics...

~Azy (cold... cold...)
SerpentMage

07-23-03, 09:32 AM
Burst Round
School: Evocation
Level: Brd 2, Drd 3, So/Wi 2,
Components: V, S
Casting Time: 1 Action
Range: Medium (100 ft. + 10 ft. / level)
Area: 20 foot radius sphere
Duration: Instant
Saving Throw: None
Spell Resistance: Yes

Description: The spell creates numerous balls of light near a target which burst, spreading flames. The spell is visually impressive, but the damage from the spell is slight. Even a direct hit will only light wounds, making this a good spell to use as a diversion or to frighten enemies. The spell deals 1d6 + 2 points of fire damage to everyone in the area of effect.

Might be more balanced if it added a daze or a shakened effect if the targets failed a Will save (damage not tied to the save, of course)...seems to fit the description better, too. Considering the lack of scaling, this spell is otherwise clearly inferior at the listed spell levels.
Unholydragoon

07-23-03, 12:01 PM
Good point. i'll edit that in. I am going with a mof of the flare spell - a dazzle penalty (-1 to attacks)
Unholydragoon

07-27-03, 04:06 PM
Temporary bump, until I place a new spell in this slot! :cool:
Unholydragoon

07-29-03, 03:29 PM
Spell removed and added to the 3rd post
Unholydragoon

08-01-03, 02:21 AM
Return to the light so I may find ye with a new spell or two!
Azy

08-01-03, 01:00 PM
I like your take on the Digger Volt, Unholydragoon! How about a Mono Volt (y'know, the "weak" sibling of DV) to match it? :)

~Azy
Unholydragoon

08-04-03, 04:34 PM
Mono Volt = Shocking Grasp. :P
Azy

08-05-03, 12:22 PM
What about Mono Volt's ability to KO someone - Lina definitely had more HP than that can deal! :D

~Azy (will argue for the sake of arguement)
Unholydragoon

08-05-03, 03:32 PM
he used a Subdual Substituted, Maximized, Empowered Shocking Grasp! :88E:
canamrock

08-05-03, 03:43 PM
So, how about Excel Saga? I totally want a spell for making a hole in the floor. Or one that makes a person talk faster for tactical purposes. lol

Anything from Yu Yu Hakusho that can be made into a spell or class ability is nice too.

Spirit Fist = Inflict X Wounds
Spirit Gun = Ranged Touch(?) Feat from DotF + IXW
Spirit Sword = Modified Mord.'s Sword
Spirit Wave = Ranged Touch Harm + Modified into Line form
Rose Whip = Modified Evard's Black Tentacles or Animated Chain (OA)

There are many others, I'm sure.
Unholydragoon

08-05-03, 04:11 PM
Well there ys go, Vaalingrade Ashland. Ye asked, I delivered! :P :88E:

Moved Spell to third Post
Unholydragoon

08-05-03, 04:13 PM
I'll get to work on that canamrock. ;)
Edymnion

08-05-03, 04:29 PM
Lol, I'd like to see some more generic anime spells myself.

Megaton Hammer
Evocation (force)

Level: Wiz/Sorc 2
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./lvl)
Effect: One hammer
Duration: 1 round
Saving Throw: None
Spell Resistance: No

You reach behind your back and pull out a massive warhammer type weapon, known as the Megaton Hammer. Although it appears solid, the Megaton Hammer is actually a ranged force effect. While holding the Megaton Hammer in both hands, the caster can will the handle to extend to strike anyone within range via a ranged touch attack. The hammer deals 2d6+2 points of subdual damage on a successful strike.

Often considered humorous, a Megaton Hammer in the hands of an upset female caster can non-the-less be something to be feared.
Unholydragoon

08-05-03, 04:37 PM
Aura Strike (Yuu-Yuu-Hakusho) [Aligned]
School: Conjuration (Creation)
Level: Cleric 1
Components: V, S
Casting Time: 1 action
Range: personal
Area: 1 appendage
Duration: 1 round level or until discharged
Saving Throw: No
Spell Resistance: No

Description: This spell swaths a hand, foot, or other body part in Energy. The appendage deals an extra 1d4 points of damage and the caster may choose one non-opposed alignment to count for DR purposes when making an unarmed strike. A number of attacks equal to your caster level may be made before the energy is discharged, unless the duration expires before all charges are used. This spell may be dismissed by the caster at any time as a free action.
------

Spirit Missile (Gun), Lesser
School: Conjuration
Level: Cleric 2
Components: V, S
Casting Time: 1 action
Range: short (25 feet)
Area: Ray
Duration: Instant
Saving Throw: Reflex Half
Spell Resistance: Yes

Description:This spell conjures a small bit of spiritual energy to deal damage directly to foes.

When the spell is cast, the caster makes a ranged touch attack against a single target. If struck, the target takes 1d4 points of damage per 2 levels (max of 5d4). Outsiders and undead take 1d6 points of damage per level (max of 10d6). The caster may choose one non-opposed alignment to count for damage purposes when making the attack.
----

Spirit Blast (Shotgun), Lesser
School: Conjuration
Level: Cleric 3
Components: V, S
Casting Time: 1 action
Range: short (25 feet)
Area: Cone
Duration: Instant
Saving Throw: Reflex Half
Spell Resistance: Yes

Description:This spell conjures a small bit of spiritual energy to deal damage directly to foes.

When the spell is cast, the Spiritual energy lashes out at everyone in a cone in front of the caster. Targets take 1d6 points of aligned damage per 2 levels (max of 5d6). Outsiders and undead take 1d8 points of damage per level (max of 10d8). The caster may choose one non-opposed alignment to count for damage purposes when making the attack.
------

Well canamrock, yer request has been answered. What do ye think?

[EDIT - Made some of the requested changes to make the spells work better]
Unholydragoon

08-05-03, 04:40 PM
Edymnion - I'd make that a 1st level spell that deals 2d4+2 points of damage myself, since it is all subdual. ;) Other than that, it looks pretty good. :)

I just thought of another one, from both YYH and other series!I'll post it seperately, but it shall be called: Energy Blade.
Unholydragoon

08-05-03, 04:56 PM
Energy Blade, lesser
School: Conjuration (Creation)
Level: Sor/Wiz1
Components: V, S
Casting Time: 1 action
Range: personal
Area: 1 weapon
Duration: 1 round level
Saving Throw: No
Spell Resistance: Yes

Description: This spell creates a blade of energy with which the caster may attack foes. Regardless of the actual look of the weapon, it functions as a longsword (1d8, 19-20/x2 crit) with which the user has proficiency.

The energy weapon deals 1d8 points of force damage on each successful melee attack, up to the normal allotment for the caster every round. It is a force effect, so it may damage incorporeal creatures. It has no other special effects and is treated as a normal weapon in every other regard.
-----

Well, there it is, my generic energy blade. How's it look? I borrowed the example as a weaker version of Kuwabara's and Ryoko's weapons, as well as a "generic" form of energy blade.
canamrock

08-05-03, 08:50 PM
From the UN Holly Distributor
This spell swaths a hand, foot, or other body part in Holy Energy. The appendage deals an extra 1d4 points of damage and counts as a chaotic, evil, good, or lawful aligned weapon, depending on the casters alignment (only one aligned effect per casting for casters with multiple aligned effects). You may make one attack per level of the caster with this spell, and may discharge the holy energy up to your normal attack allotment each round.

Change the 'holy' to 'spirit'... we'll call it a new energy type. Also, change the second hald of line 2 to, "and the caster may choose one non-opposed alignment to count for DR purposes when making an unarmed strike." The last line is weird... I'd use, "A number of attacks equal to your caster level may be made before the energy is discharged, unless the duration expires before all charges are used. This spell may be dismissed by the caster at any time as a free action." Finally, Spirit Fist is the same type of effect as the Spirit Gun, so I'd say it's a Conjuration effect.

The Spirit Gun save ought to be Reflex, and I'd say it ought to do 1d8/level damage to Outsiders and Undead. It should be a Ray effect, as that is effectively what it is.

The Spirit Shotgun is basically the Spirit Gun with a cone effect instead of a ray. No changes other than those made to SG seem needed.

Hmm... Energy Blade... pretty good. I'd clean up the text slightly, perhaps, but that's just aesthetics. I'd add something in about how the Energy Blade cannot be disarmed.

Good stuff. I'd probably want to approach it differently, but that's a nice starting point for balance. :)
Azy

08-06-03, 01:59 PM
he used a Subdual Substituted, Maximized, Empowered Shocking Grasp!

LOL! :rofl: Okay, you win! Hey, I see you made a Kyu Kyum Spin... How 'bout Zelas Gort? :D

~Azy
Vaalingrade Ashland

08-06-03, 05:08 PM
I have to use the cucumber spell on my epic PCs. imagine their reaction :P

BTW, I you missed my necropost of the Anime flavored DnD post, I'm thinking of starting a FaQ or Redgar Article about running anime style games. Anyone intrested?
Unholydragoon

08-06-03, 05:46 PM
Send it on over to me via email when ye get the draft done and I'll add some to it. A section on "spell conversions" for some of the bigger anime series. ;) Also, feel free to add in my rants on the subject from the Anime in D&D.

Stay tuned for Zelas Gort and a spell or two from Record of the Lodoss War: Chronicles of the Heroic Knight.
Edymnion

08-06-03, 06:50 PM
Don't forget BESM d20, you can "borrow" from there. They're even doing a Slayers d20 here soon.
Unholydragoon

08-06-03, 06:58 PM
Originally posted by Edymnion
Don't forget BESM d20, you can "borrow" from there. They're even doing a Slayers d20 here soon. Bah! Bah, I say. I'll do my own work on this, spank ye very much! ;) :P

Who wants to bet my versions of the Slayers Spells will be better than the ones released by BESM?
Azy

08-06-03, 07:16 PM
My money's on Unholydragoon. :D

~Azy (would also like to see Unholydragoon's take on Kokuryuuha)
Unholydragoon

08-06-03, 11:47 PM
Hmmm.......I'll need to get a better working description of it (I haven't watched all of Yuu-Yuu-Hakusho yet :bigeyes: ) But I'll get on it ;)

canamrock - I'll make some of those changes. First though, I shall supply a new spell :D Also, I limited the power of them since they are cleric spells, and should deal less damage than an arcane spell (but should be harder to get around the damage).

...next post, anyways :P
Unholydragoon

08-07-03, 12:07 AM
There is the incredibly craptastic though amusing as hell Zelas Gort, as per request. Now, to update the master list. :D

[EDIT - Removed the "only in seawater" requirement]

Moved to third Post
Aaron Peori

08-07-03, 12:42 AM
Hmm... just some suggestions:

Ra Tilt should be an Instant Death spell. Will save partial, 1d4 Con damage if you succeed. It should require a ranged touch and have no spell resistance, making it level 9. Being the most powerful shamanist magic should be impressive.

Elmekia Lance should be a Cleric third/Wizard Fourth spell that does 1d8 Wisdom damage on a successful ranged touch. No save, yes spell resistance. This means the worst the spell can do is KO someone and it has no effects on Constructs and Undead... who have no "souls" and thus are immune to the attack.

Its bigger brother Elemkia Flame should be Clr 5/Wiz 6 and do 2d8 damage on a ranged touch, no save, yes spell resistance.

Shadow Snap should NOT prevent all Move Actions! It should reduce all Movement rates to 0 and prevent a five foot step. If it prevents move actions it also prevents drawing weapons, acquiring potions and so on.


Oh, and one person mentioned that the Slayers cast always seem to have more impressive spells when they chant out the whole thing. The answer is obvious. Every Slayer caster is a Sorcerer. Whenever they casta BIG spell they are Empowering and Maximizing them. Thus, they take the extra round to chant out the full spell name.

--------------
Epsilon
Unholydragoon

08-07-03, 01:50 AM
Well, I clarified Shadow Snap. Yer suggestions for there were already there, but the sentance before is supposed to be flavor text, not mechanics. :blush:

I dissagree aboot the Ra Tilt. While this spell is strong, there is a relatively extensive list of spells that are as strong or stronger than it. I listed those back on page 1. So there is a good precedent for leaving it at level 7. (plus, it allows for the empowering and cooperative versions used in the anime itself).

Elmekia Lance is a "basic" spell. It is actually no better than a Flare Arrow. It just has a different "target audience", so to speak. :P Same for Elmekia Flame. I'll get around to that one as well, eventually.

On the Undead and Souls - undead do have souls: they are just animated by negative energy, not the soul itself. That's why ye cannot Raise or Ressurect anyone that has their body animated; ye have to actually target the undead to have access to the soul. ;)
Unholydragoon

08-08-03, 01:39 PM
Sylph's Blades of Air
School: Conjuration
Level: Druid 2
Components: V, S, DF
Casting Time: 1 action
Range: medium (100 feet + 10 feet per level)
Area: 1 target
Duration: Instantaneous
Saving Throw: Reflex Half
Spell Resistance: Yes

Sylph of the Free Blowing Winds. Become a hail of arrows and pierce this Servant of Darkness!

Description: This Spell summons small air spirits to the caster. These spirits (called Sylphs), then lance out to attack an opponent by transforming into a razor sharp blast of air. The spell deals 1d6 points of damage per 2 caster levels (max of 5d6), with a save for half damage.
-----

New stuff, straight from Record of the Lodoss War, Chronicles of the heroic Knight. A low end spell used frequently by Deedlit (gotta love those ears!)

Anyway, I am working on some more Yuu-Yuu-Hakusho spells, so stay tuned for that.
airwalkrr

08-08-03, 01:44 PM
from Sealab 2021
Operator: "No, Asians aren't covered under Article 4."
Asian Guy: "Why not?"
Operator: "For starters, Anime."

Allow me to disagree with this thread on principle. :D
Unholydragoon

08-08-03, 01:50 PM
Originally posted by airwalkrr
Allow me to disagree with this thread on principle. :D :P
That's fine. A little spammy, but fine. If ye don't want to admit where they came from, just submit them and hope yer DM is not educated in the goodness that is anime. Don't make me bust out my Ryo-Ohki's and "V"ictory smilies......

http://www.geocities.com/canamrock/CBTongue.txt http://www.geocities.com/kalatash/victory.txt

...Too late! ;)
Vaalingrade Ashland

08-08-03, 04:14 PM
I don't think Zelas Gort needs to be cast near a body of water. Lina used it in Atlas City against Saegrim's human partner deep inside his landlocked mansion -- unless those energy draining pools he had Zel and Ameria in count.
Unholydragoon

08-08-03, 08:30 PM
What Episode was that? I don't recall it off the top of my head. But ye are right, only Kyu Kyum Spin requires a body of water. I'll edit it accordingly.
Arcanix

08-09-03, 04:08 PM
I'd like to see a version of Hiei's Black Dragon attack. I know its another Yu-Yu Hakusho reference; but I thought I'd just bring it up anyway, since its one of my favorites and I have almost no idea what existing spell it would even be comparable to.

As long as we're on the topic of Tenchi; I'm also curious about Ryoko's teleportation ability. It'd be different from the standard spell, as it has to be a place she's either been to or seen directly.
Unholydragoon

08-09-03, 04:30 PM
That's two requests for Hiei's attacks.

Kokuryuuha attacks = Black Dragon attacks ;)

And here ability to teleport would a mix between Dimension Door and Teleport. I'll try and work something out. :)
Arcanix

08-10-03, 01:41 PM
My bad.:embarrass
Unholydragoon

08-10-03, 09:15 PM
Originally posted by Arcanix
My bad.:embarrass Well, we know who watches those dirty Dubbed Anime's now, don't we? :P :smirk:

....That's a joke. ;)
Unholydragoon

08-11-03, 03:44 PM
new spell coming online by the end of the day!
Unholydragoon

08-11-03, 11:40 PM
Dragon of the Darkness Flame(Kokuryuuha)
School: Conjuration [Death, Evil]
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 action
Range: Close (40 feetl)
Area: 1 target
Duration: Instantaneous
Saving Throw: Fortitude Negates Or Fortitude Partial
Spell Resistance: no

Description: A powerful attack, The caster summons energy from the deepest pits of the planes into his arm to create a terrible dragon that destroys everything in its path. Once unleashed it is very difficult to control, and may even strike back at the caster!

This spell summons an agent of death in the shap of a black dragon with burning red eyes. It lashes out at a target, seeking its death. On a failed save, teh target is struck dead.If the target makes a successful fortitude save, the Dragon is rebuffed and the attack turns on the caster.

The caster must then make a Fortitude save at the Same DC (with a +4 bonus) or suffer the effects of the spell. On a successfull save, the caster still loses the use of one of his arms. (a -2 to strength, -1 to Constitution). This lasts until healed or regenerated.
-----

Well, this is my take on one of Hiei's attacks. Strong, but there is a massive danger to the caster, so I think it balances out. What does everyone think, did I do well?
Lavis Knight

08-11-03, 11:50 PM
This is an awesome thread ^_^;;
Unholydragoon

08-11-03, 11:55 PM
Originally posted by Lavis Knight
This is an awesome thread ^_^;; Thanks muchly. Feel free to post yer own spells, or make requests. :cool:
Azy

08-12-03, 02:28 AM
Well, this is my take on one of Hiei's attacks. Strong, but there is a massive danger to the caster, so I think it balances out. What does everyone think, did I do well?

Looks good to me. :)

~Azy (bow to the Unholydragoon!)
Unholydragoon

08-12-03, 02:47 AM
Originally posted by Azy
Looks good to me. :)

~Azy (bow to the Unholydragoon!) ye know, there is a :bow: smiley. ;)
Unholydragoon

08-12-03, 04:25 PM
I am feeling the impetus to create! Stick around for a spell from generic animeness - Shout of Power

And here it is :)

Shout of Power, lesser
Transmutation
Level: Brd 3, Clr 3, Pal 2,Sor/Wiz 3
Components: V
Casting Time: 1 Full Round Action
Range: Personal
Duration: 1 min./level
Saving Throw: No
Spell Resistance: None

Description: By shouting out and drawing in power, the caster can increase his physical abilities. The result of this increase may force others away. The caster gains a +2 Morale bonus to Stength, Dextrerity, and Constitution. Additionally, all targets within a 10 foot radius burst of the caster must make a reflex save or be pushed back 10 feet. This secondary effect only happens on the first round.
-----

There it is. This has been used since time immemorable in Anime for villains and heroes alike to power up. What does everyone think?
Vaalingrade Ashland

08-12-03, 05:03 PM
:smirk: The material component should be the caster's dignity.
Lavis Knight

08-12-03, 05:42 PM
Thank you Dragoon ^_^,

I would like to see some Transformation spells i think that would be kinda neat, or maybe some of the Jutsu's from Naruto.

Shout of power is pretty cool, i really like the knockback part ^_^
Unholydragoon

08-12-03, 08:33 PM
Originally posted by Vaalingrade Ashland
:smirk: The material component should be the caster's dignity. :rofl: :rofl: :rofl:

Lavis Knight - Gomen, but I have not seen Naruto yet. I am gonna d/l a couple of eps and take a gander at it.

After doing some research, I have indeed discoverd he coolness of Naruto. And the initial version of the effect I can do.
Unholydragoon

08-12-03, 09:30 PM
Bond of the Animal Spirit
Transmutation
Level: Drd 4, Rgr 3
Components: V, S, F
Casting Time: 1 Standard Action
Range: Personal
Duration: 1 min./level
Saving Throw: No
Spell Resistance: None

Description: This spell taps into nature and infuses the caster with animalistic power. The caster immediatelly has claw-like marks appear on his face as his body adapts.

His eyes grow more feral as his senses sharpen, and his nails turn into claws as his muscles densen and his skin thickens. The caster gains a the scent special ability, a +4 bonus to spot and listen, a +4 natural armor bonus, and a +4 enhancement bonus to strength. Additionally, his hands become claws dealing 1d6 points of damage (1d4 for small characters) and his base movement increases by +10 feet.

The Focus for this spell is the tatoo of a predatorial animal somewhere on the person of the caster.
------

There we go, some Naruto-ey goodness. Now, I hope I got the spell correct level and effect correct.

-DREZ, the Unholydragoon
Azy

08-12-03, 11:21 PM
Originally posted by Unholydragoon
ye know, there is a :bow: smiley. ;)

Yes, but I'm lazy. :D ...And I have a poor memory. ::needs a sweatdrop emoticon::

About the SHout of Power, lesser: :bow: :bow: :bow:

Happy? :D

~Azy
Lavis Knight

08-13-03, 12:33 PM
Hehe cool Dragoon ^_^

I'll try adding one myself, i think i'll need help with this though:

Kakashi's Lightning Edge

Evocation
Level: ?
Components: ?
Casting Time: 1 Standard Action
Range: Personal
Duration: 1 round./level(or until discharged)-(Concentration)
Saving Throw: No
Spell Resistance: Yes

Description: A bolt of energy emerges from your hand, which deals 2d6 lightning damage per caster lvl (Maximum of 40d6), to strike with this bolt of energy the caster must enter the defenders space (Which provokes an attack of oppurtunity as well as a concentration check to maintain the spell (DC 10 + points of damage taken + spell level). For each 5ft moved in a single round before entering the opponents square add another 2d6 damage. (The caster must at least move 5 feet)

After entering the opponents square and if the spell does not fizzle due to a failed concentration check, the caster must make a melee touch attack, however the target is denied his dex to ac. He also receives no saving throw as the caster has recklessly forgone all defence to strike. (On the AOO the caster is also considered flatfooted)

Any creature reduced to 0 or fewer hit points by this spell is entirely destroyed, leaving behind only a trace of fine dust. A destroyed creature’s equipment is unaffected.
Unholydragoon

08-14-03, 02:05 AM
Originally posted by Lavis Knight
Hehe cool Dragoon ^_^

I'll try adding one myself, i think i'll need help with this though...Ye are right, ye do need help. This spell's effects are a bit strogn. After checking it out, the lightning edge doesn't auto-kill/disintigrate anyone. It is kinda like a death effect tied to lightning. So here is my take on it.

Lightning Death
Evocation [Lightning, Death]
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 Standard Action
Range: Touch
Duration: Instant (see below)
Saving Throw: Fortitude Partial
Spell Resistance: Yes

Description: This spell creates a charge of electricity to apear in yer hand, loooking like a sharpened blade. On a touch, this spell can be lethal as it releases its electrical force.

On a successful touch attack, the target must make a successfull fortitude save or die due to the electrical surge. A successful save deal instead 3d6+1/level (max of +10) electricity damage.

If the target has Electricity Resistance, then he ignores the Death Effect and instead takes the electricity damage (subject to his resistance). Treat this as an automatic save.
-----

This captures the feel of the instant kill effect of the attack, and works with the mechanics presented in the system without being overpowering. It is sorta like an electrical disintigrate with a differeent range and slightly worse damage.

How's that?
Unholydragoon

08-14-03, 02:06 AM
Originally posted by Azy
About the Shout of Power, lesser: :bow: :bow: :bow:

Happy? :D

~Azy

Extremely :D :cool:
Lavis Knight

08-14-03, 06:19 AM
This captures the feel of the instant kill effect of the attack, and works with the mechanics presented in the system without being overpowering. It is sorta like an electrical disintigrate with a differeent range and slightly worse damage.

I like it, however i was told the faster he struck with it the more powerful it became, that's why i added the movement factor. It also made him very vulnerable, to even use it properly he had to use dogs to keep the guy down.

You are right though, i probably shouldn't of added the disintegrating effect, however i am not very good at making spells so i kept it close to the spell i was basing it off of. ^^;;
Vaalingrade Ashland

08-14-03, 10:18 AM
Little request?
Walter's cutting thread attack from Hellsing? Or Yura the Hair's hair thread from Inu Yasha? (Basically the same thing.)
Azy

08-14-03, 12:07 PM
Walter's attack is more like Exotic Weapons Proficeincy: Monofilament. :D

~Azy (Walter is the coolest. Butler. Ever. :bow: )
Unholydragoon

08-14-03, 01:25 PM
I hate missing episodes of shows. Now I have to watch that episode of Hellsing (my friend has them all) and hunt down that episode of InuYasha. :blush: But thy wish is my command. ;)

Has anyone else noticed the irony of the shear amount of research I have done so far just to make ye posters happy? :P
Unholydragoon

08-14-03, 01:26 PM
Originally posted by Azy
Walter's attack is more like Exotic Weapons Proficeincy: Monofilament. :D

~Azy (Walter is the coolest. Butler. Ever. :bow: ) I'd love to see him go up against Norman from Big O. Norman is the man. :bow: :D
Vaalingrade Ashland

08-14-03, 04:39 PM
Hmm.... we need to start an anime weapons thread

Dragoon, on the behalf of all anime loving posters, I commend you work for the cause of otaku everywhere. In our gratitude, be award you the coveted hammerspace pocket (tm) and the hammer of justice -- to keep in the pocket.
Azy

08-14-03, 07:00 PM
Originally posted by Unholydragoon
I'd love to see him go up against Norman from Big O. Norman is the man. :bow: :D

I totally agree with you there. :D But Walter is still cooler. :bow:

...But to bring it back on topic: How about Lina's fishing spell, Unholydragoon? Or the one she used to make those trolls explode when Gourry scratched them? :D

Oh, and once again, for all the work you do for us: :bow: :D :bow: :D :bow:
Unholydragoon

08-15-03, 10:26 PM
There are the Slayers Spell Requests. I'll get to the monofilament in a little bit. ^_^

Moved spells to third post
Unholydragoon

08-15-03, 10:34 PM
Originally posted by Vaalingrade Ashland
In our gratitude, be award you the coveted hammerspace pocket (tm) and the hammer of justice -- to keep in the pocket. This is going in my sig. ^_^
Legrasse

08-16-03, 12:31 AM
Hammerspace Pockets? Those could be bags of holding woven into cloths for the pockets.

But that leaves a bad thought...Kodachi (Ranma 1/2) pulls out all sorts of weapons, but she only ahas on a leotard.
Unholydragoon

08-16-03, 12:49 AM
Actually, it is sorta like the "appearing out of sub-space" thing that happens in many anime's.......speaking of that.....

Sub-Space Pocket, lesser
School: Conjuration [Creation]
Level: Brd 4, Sor/Wiz 3
Components: V, S, F
Casting Time: 10 minutes
Range: personal
Area: 5 cubic feet
Duration: 1 hour per level (and see below)
Saving Throw: See Below
Spell Resistance: no

Description: This spell creates a "pocket" by folding dimensions. It hovers nearby the caster, allowing the caster to store objects or people within.

The pocket can hold up to 5 cubic feat of matter. If this is inanimate, non-living matter, the duration is 1 hour per level. In this time, objects may be removed and/or placed to the limit of one cubic foot per round. Opening, closing, retrieving, and placing items requires a move equivelant action.

The Sub-Space Pocket may also hold up to a single living object or person fitting the space requirements of the pocket. The target recieves a reflex save to avoid being pushed into the pocket. When living, animate matter is placed in the pocket, it may only hold its consistancey for 1 round per level before dispersing its contents (see below).

Nothing may affect any object or person inside the spells effect, save as follows. If the caster is the target of a Dispel Magic or similar effect and the Sub-Space-Pocket is dispelled, then the contents are dispersed. Dispersed contents appear in a randomly designated 5 foot square in reach of the caster. No other affects can harm either the pcket nor its contents.

The Focus is a clear crystal worth no less than 500gp. It must be carved in the shape of a window.
----

Straight out of Tenchi Muyo! Ryo-Ohki! and others, here is the disappearing, reappearing storage space!! ^_^ I am such a genius! :D
Unholydragoon

08-16-03, 12:58 AM
:P Hammerspace Pocket :P
School: Conjuration [Creation]
Level: Brd 1, Sor/Wiz 1
Components: V, S, F
Casting Time: 10 minutes
Range: personal
Area: 1 Weapon
Duration: 10 minutes per level
Saving Throw:
Spell Resistance: no

Description: This spell creates a fold in space time that allows the caster to store a single weapon. Once stored, it is a free action to draw the weapon out of sub-space, or to replace it in the pocket. This may be done as many times as desired during the duration of the spell, at a limit of once per round.

The weapon may not be harmed in any way while in the pocket. A Dispel Magic or equivelant effect will cause the weapon to appear in a random square in the casters reach.

The Focus of the spell is a miniature version of the weapon to be stored inside the pocket.
------

And they say I don't have a sense of humor. :sad: :D Vasalingrade, this one's for ye! :cool:
GryMor

08-16-03, 03:42 AM
Maybe there is a PRC in the Slayers verse that grants Bonus Metamagic Spell Levels or the like. Hell, it could even be that Dragu Slave isn't all that powerfull of a spell it's just that Lina usually casts it as either Stilled, Silent, Quickened or as Maximised, Empowered, Widened.

Bonus Metamagic Spell Levels would give every spell slot 1 free level of Metamagic to be used as desired.
Unholydragoon

08-16-03, 04:26 AM
That's quite possible. But don't forget, every spell save one or two has a verbal component. Every spell has a somatic component. Some of them have incantations as well - I am thinking Ritual Magic from Relics and Rituals. In that system, it increases the casting time of a spell but allows for ye to use a metamagic spell without increasing the spell level. Good stuff, that (especially for sorcerers).
Armoured Priest

08-16-03, 04:42 AM
How 'bout this:smirk:

:DKahmehameha Wave :D (revised)
School: Evocation (force)
Level: Sor/Wiz 8
Component: V, S
Casting Time: Full-Round (See text)
Range: Long (400ft + 40ft/ level)
Effect: Line 10ft + 5ft/ level wide
Duration: Instantanious (see text)
Saving Throw: Reflex half (see text)
Spell Resistance: yes

Description: this spell causes the caster to summon power from deep within to amazing effect. The standard cast of the spell causes d6/level damage with a cap of 20d6. However, if the caster is willing to risk taking extra time he can push the damage even higher. For every extra Full-round action the wizard may choose to sacrifice spells to further power the Wave, even past the standard cap. The sacrifice consists of sacking spells of equal level to the caster. Example a 14th level caster would need to sack two 7th level spells or a 1st, 2nd, 5th, and 6th. Once this is done the spell parameters are doubled (see damage, range and effect. Will go beyond cap. Example 14th level caster can get 28d6, 1920ft range, and 160ft wide). Overflow of spell levels is lost. Example: two 6th level spells and a 3rd lvl is sufficient to power the spell but the extra 1 spell level does not help nor does it carry over to the next round. taking a third Full-round triples the parameters, and so on. For those caught in the blast they are knocked out of the blast area and are knocked prone regardless if they made thier reflex save.

If extra full rounds are taken than the discharge of energy lasts longer. One round for every two Full-round actions taken to power the spell. The spell does half the damage of the previous round in this instance. If a creature enters the area of effect it takes the damage for that round. The wizard may choose to end the effect early. The wizard must concentrate on the effect to maintain it. Failing a concentration check due to an AOO or other effects that would force a concentration check causes the spell and any stored spell levels to be lost. For every d6 damage gained after the first round the caster takes an equal amount of subdual damage as the shock of the spell erupts around him.

A creature may remain in the blast area if it makes a Str check DC30. A creature may deflect the blast if it makes a Str check of DC damage dealt.

Damage is highly effective against buildings and constructs as it damage effects ignore hardness. Constructs and creatures with spell immunity still take damage as well, but take only 25% of damage per round.

Opinions? Suggestions? :behold:
Unholydragoon

08-16-03, 04:58 AM
Ye mean other than the fact that it would really need to be an Epic spell (it is superior in every way to Meteor Swarm)?!?!!?!?

Make the Range set at 400 feet. Then, set a damage Cap at 15d6. Do deal more damage, have the caster take 1d6 points of subdual damage for each additional 1d6 dealt (max of 15d6 extra) and make the caster exhausted after casting the spell.

The object when creating anime Based spells is to get the general theme and visual and make it work within the confines of the system. Sometimes, the over-the-top details have to suffer. :bigeyes:
Kuroken

08-16-03, 05:34 AM
my favorite move from naruto (only this one will be lesser)

Name : Shadow clones (kage bunshin no jutsu)
School : conjuration
Level: 5+?
Components: Piece of genetic material (hair skin and stuff) of the target ,or none if cast on self.
Casting Time: 1/2 full rounds (dunno yet)
Range: touch
Area: close (25ft +5ft/2lvl)
Duration: 2 rounds/lvl
Saving Throw: none
Spell Resistance: no

Description: The art of kage bunshin no jutsu is to create multiple illusions which are (unlike mirror image) created of flesh and blood. this spell duplicates the character his clothing (except nothing is magical) and his weapon (also non magical) and looks identical to the target.
Each copy gets the target's BAB, Saves, normal and exception abilties but not supernatural and spell casting.
this spell creates 1d4 +1/2lvl (maxium 10 copy's. each copy has an equal part of hp (count of the maximan from the target) divided by each copy (if you make 2 copy's each would have 50% of the target max hp). You may choose the create less copys than you roll (to get stonger one's)
when the duration is clear the target may choose to keep them
only every round after the duration has depleted he get's 2d6 subdual damage (which is cummulitive (ouch) as in 1st round 2d6, 2nd 4d6, 3rd 8d6, etc)
when the copy are destroyed they leave a smoke effect in the square which they are in this blocks l.o.s. through the square(this effect last for 1 round and is gone the next (treat this effect like Obscuring Mist)

this is my first try at creating a spell plz any critique (and state why =)

thnx in advance
Gellion

08-16-03, 06:29 AM
Nice Work.:)

And i have a question is my sig getting too long, no one has complained yet, but if it is annoying, i will shorten it.
Armoured Priest

08-16-03, 04:39 PM
Thanks for the suggestions Unholydragoon. I did get a little carried away. (Something that is easy to do with DBZ:D ). After thinking on it a bit more I would be inclined to make the following changes: I'd keep the increasing range but I would either bring the cap down to 15d6 or push the spell level up to 8th. I actually forgot to add the fact the spell causes subdual damage. I originally was going to have it do subdual equal to half the total damage you do. (To keep the dice rolling down somewhat :smirk: ) Your way is pretty good also, but I actually would be inclined to NOT cap the subdual damage. It happened often enough that Goku or somebody (Even in other anime for that matter) would knock themselves virtually unconsious with a last ditch effort. I recall Tien in the fight against Nappa literaly killing himself to get one last shot in on him. My original plan was to keep that spirit of self-sacrifice built into the spell, but I was sleepy and forgot. :D
Oh Well...tweaking continues.
Vaalingrade Ashland

08-16-03, 08:14 PM
I fear what my Player would do with a hammerspace pocket. I should let them learn it just to see....
Carefree Butterfly*

08-16-03, 09:37 PM
How about a 'Butterflies of Light' inspired spell from Boogiepop Phantom? Maybe even a spell to emulate The Light? Have I been watching it too much?

http://www.geocities.com/leaves_or/flutteringmoth.txt
DrakeRunner

08-16-03, 10:16 PM
Gellion: Just do (size=1) at the beginning of your sig and (/size) at the end, but replace the () with []

Anybody seen Fooly Cooly? How about Summon Crap From Your Head? Or Enchant Vespa?
The Mad Hatter 10 6

08-17-03, 02:29 AM
Here is one from One Piece


Name: RUBBERIZE
School: Transmutation
Level: Sor/Wiz 4
Components: V,S,M
Casting Time: 1 Action
Range: Touch
Area: 1 Target
Duration: 10 min/level *
Save: Will Negates (Harmless)
Spell Resistance: Yes


Description

This spell causes the body of the recipient to become rubbery and pliable, this state allows the recipient to bend freely in ways that are normally impossible for the normal body. Rubberize grants a bonus of +1 per caster level to skills that use Dexterity as a key ability. It also provides half of that bonus (minimum +1, round down) to Reflex Saves, Armor Class, and Grapple Checks (i.e. a wizard of 7th level would confer a +7 bonus to Dexterity based skills and a +3 bonus to Reflex Saves, AC, and Grappling).

The material component for this spell is a small amount of sap from a black gum tree, to be eaten by the recipient when the spell is cast.

* Note on Duration: I have house ruled the Transmutation spell duration changes (cat's grace, bull's strength, etc.) to 10 mins/level in my campaign world. I have always disliked the 1 hour/level, think it to long and I feel the 1 min/level is not long enough... 10 mins seems like a nice compromise.
Unholydragoon

08-17-03, 04:41 AM
Armoured Priest - That could work (upping it to 8th level) iffin ye keep the variable range. :)

Kuroken - Well there are a number of problems with the spell. It creates some odd mechanics problems for one. So, since it is a shadow effect, I have the following solution:

Shadow Clones (kage bunshin no jutsu)
School: Illusion [Shadow]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Duration: 1 minute per level
Saving Throw: No (harmless)

Description: This spell creates quasi-real copies of the caster. These copies move and act psuedo independantly of the caster. It functions identically to Mirror Image, except as stated below.

He may create 1d4 copies, plus 1 per 3 levels (max of 1d4+6 copies). Each copy has 20% of the casters HP, and does not dissapear until that HP total is reduced to 0. When the caster attacks, each copy present deals an additional point of damage, added to the casters attack.

Ex: A 7th level caster with Shadow Images with 5 copies casts a Magic Missile at a single target. The spell would deal 4d4+9 points of damage (1d4+1 per missile, +5 for the 5 copies).

The material component of this spell is a bit of blood and skin from the recepient of the spell.
------

That essentially does the same thing, but works with the mechanics of the system. ;)

[EDIT - made changes to the spell so that it more closely resembles Mirror Image. Simplified the mechanics.]

Gellion - Thanks! http://www.geocities.com/kalatash/victory.txt

Vaalingrade Ashland - well, I'm glad ye like it. I thought it appropriate for a level 1 spell. Iffin ye use it, let me know how it turns out. :devil: I keep seeing Skuld and her anti-bug hammer. :angel:

Carefree Butterfly* - Damn, a series I haven't seen. I'll research it and see what I can come up with. ;)

The Mad Hatter 10 6 - Looks good to me! I'd almost argue it be a level 3 spell. Mebbe a +1/3 levels bonus (max of +10 to skill checks). Other tan that, it is fine. :)

Everyone - Jeebus, I go to gaming for a day and look at what everyone has produced. Lots of stuff for me to edit into post Numero Une!! :cool: Let's keep it up folks. :D
HighCleric

08-17-03, 05:38 AM
I do not agree with your version of the Black Dragon Wave, or Jaou ensatsu kokuryuha.

As someone who has seen all Yuyu Hakusho's episodes, I believe this is a VERY special, unique and MOST powerful ability; as such, it should certainly be at least a 9th level arcane spell.

Also, I cannot see this spell as a save-or-die spell. As I have watched all episodes, I can easily tell you: Jaou ensatsu kokuryuha kills because of MASSIVE DAMAGE, not because of some "instant kill" power.

I must sleep now, if someone do not recreate this spell, I will do it later.

GREAT THREAD anyway. Really fun.

HC
Carefree Butterfly*

08-17-03, 12:15 PM
I second DrakeRunner's idea for FLCL's trademark Summon Crap from your Forehead.

This one is semi-inspired by FLCL. I don't think a spell like this was cast in FLCL.

Locomotion
School: Conjuration
Level: Sor/Wiz 2
Components: V, F, M
Casting Time: 1 action
Range: Medium
Duration: Instataneous
Saving Throw: Reflex Negates

This spell summons a moped from another dimension to rundown your enemies before it dissappears. It runs over any Medium-size or smaller creature in a 5-foot wide, 60-foot long line. The origin of the spell is the midpoint of the line. It cannot pass through objects that cannot be knocked over such as a wall or a Large creature. If it collides with such a thing, it explodes, dealing 1d6 fire damage to anything adjacent to the point of impact. If any Medium-size creature or smaller is struck by the moped, it takes 2d4+2 damage. The caster may also decide that instead it deals 1d4 damage plus a confusion status for 1d2 rounds.

Focus: A whistle must be blown. It is not consumed by the spell.

Material: A drop of gasoline or oil.

*Watch out, Unholydragoon, Boogiepop Phantom is a bit strange, comparing it to Serial Experiments Lain.
Armoured Priest

08-17-03, 12:28 PM
Oops
Armoured Priest

08-17-03, 01:14 PM
Sorry about the double post. For those of you who have played the Phantasy Star games on the Genesis (II, III, and IV) here is Megid from Phantasy Star IV

Megid
School: Conjuration (fire)
Level: Destruction 7, Fire 7, Sorc/ Wiz 7
Component: V, S, M/DF
Casting time: one standard action
Range: medium (100ft + 10ft/ level)
Area: 30ft radius burst
Duration: Instantanious
Saving Throw: Fort half
Spell Resist: yes

Description: Megid is a physical manifestation of the caster's inner-anger. It conjures a fire from deep within and directs it towards the casters enemies, causing a burning that drives down to the core of the target's being, and explodes outwards. Megid does d6 damage/level to all in the spell's range (max 20d6). Those that are killed by this spell are consumed by the fires and explosions. Those so killed are reduced to ash as per disintigrate

Material components: a drop of the caster's blood, and a drop of the caster's spit.

I'm still debating the actual levels for this spell.
Sort of related is that The domains I mention here already have spells for them. Maybe we should make an Anime Domain:D[I]
Kuroken

08-17-03, 01:52 PM
Unholydragoon:
Each copy has 20% of the casters HP and BAB, has an AC equal to the casters, and deals 1 point of damage on a successfull hit

great that you cleared my spell even i started to think the time t would take to calculate 1/14 of the target's hp

my only drawback of my almost perfect update is the 1 damage section.
I said magical modifiers are removed so it would leave base weapon damage and strength left.
So that even if you were hit you don't know if "he" the real one.(that's why i made it a lvl 5 of higher spell)

(just like 26 naruto's with 26 kunai's =)
(which explains the 2 rounds/lvl becuase it's hard to keep)

anyway thnx
The Debonair Swordsman

08-17-03, 02:24 PM
Can't believe no one did this yet.

Flying Nimbus
Spell Level: 5
Duration: 10 minutes per caster level

A caster call forth a small cloud. The caster stands on the cloud and can control it mentally. The cloud flies at a speed of 150 and has a good manuerability. The Nimbus protects the caster from G-forces and altitude changes.
Kari

08-17-03, 03:35 PM
Originally posted by Armoured Priest
Sorry about the double post. For those of you who have played the Phantasy Star games on the Genesis (II, III, and IV) here is Megid from Phantasy Star IV

Megid
I've never seen the Phantasy Star 2 version of this spell (or the PSO version) but I can tell you that for both 3 and 4, its badly innacurate. In three, it had only one use - a storyline use, where it simply destroyed a floating city. So I suggest we ignore that one. In 4, however, it was a series of explosions, not a single one, and was one of the three or four most damaging effects in the game. Why not a series of 5-foot wide blasts, doing something like a 1d6 per level, each, with a cap of 15d6?
Unholydragoon

08-17-03, 07:31 PM
High Cleric - Well, not having seen very episode, I was approximating. Hm.......I'll see what I can come up with.

Carefree Butterfly* - not really appropriate for a non-modern game, is it? ;) Otherwise, it looks good. Are ye psychic? How did ye know I love SE:Lain? :D Definitly gonna get Boogiepop Phantom. :cool:

Armoured Priest - Hmm....for a 7th level spell, that is actually not too shabby. But change the wording in the description as follows:

"Megid deal 1d6 points of fire damage per level (max of 20d6) to everything in the are of effect."

That clears up a lot of ambiguities.

Kuroken - the problem is, that for such a spell there are no spells that have that kind of capacity for damage and defensive properties. I actually just had a brainstorm on how to make it work better mechanically. Check it out now.

The Debonair Swordsman - Needs a little bit more description to it. How aboot the following:

Flying Nimbus
School: Conjuration [Creation]
Level: Sor/Wiz 4
Components: V
Casting Time: 1 standard action
Range: Short (25 feet)
Area: 5 foot x 5 foot cloud
Duration: 10 minutes

Description: This spell conjures a cloud to use for movement. The caster may take himself and up to 1 other target on the cloud. It has a Flying movement of 90 (good).
---

Everyone - wow, lots of comments. That's what I get for going to game and not observing my thread, ne? o_O Time to update the first post! ^_^
Carefree Butterfly*

08-17-03, 09:38 PM
Another FLCL based spell.

Abnormal Third Eye Portal
School: Conjuration
Level: Sor/Wiz 8 (guessing)
Components: V, S, F
Casting Time: 1 minute
Range: Adjacent to caster
Duration: 10 minutes/level

This spell creates an extradimensional portal centered on one's forehead. If this spell is memorized (or known in the case of a sorcerer), it will show with some sort of protrusion on the caster's forehead or backhead until the spells per day or memorized slots are depleted. This often comes in the appearance of a horn-like bone. Once the spell is cast, the protrusion slowly expels outward, with the end result an impossibly large summoned creature. The summoned creature has the construct traits and is in all respects a construct. The HD and condition of the summoned creature is dependent on the caster's level.

2 HD less than caster/Will attack any and everything.
3-4 HD less than caster/Will attack hostiles first, then allies.
5-6 HD less than caster/Will attack hostiles then be unfriendly.
7 or less HD than caster/Will attack hostiles then be helpful.

For example, if Mialee summons a 1HD human as a 20th level wizard, then it will help in combat then help in other situations until the duration ends. Note that the summoned creature must be an average member of it's species with average HD. So, Mialee cannot summon a 10th level barbarian human. The spell is also painful and traumatizing, dealing subdual damage equal to twice the character's level.

Focus: A forehead.

Probably a lot to work out but at least the main idea is down. Maybe even a different version can be created so someone can create a personal helper like the God of Black Halo.

And my other spell Locomotion can be cast in non-modern campaigns, that's why there's the caster option for confusion. And player confusion as well.

DM "Why did I allow this spell...anyway, a strange quasi-futuristic humanoid driving a moped comes out of nowhere. She shouts "Woo hoo! Boo ya!" and plows over the line of orcs then hits the wall and explodes. Oddly enough, there's no flaming wreckage."
PCs " :uh-huh: "
Vaalingrade Ashland

08-17-03, 09:58 PM
Here's a try:
Soul Shattering Iron Claw (Iron Reaver Soul Stealer)
School: Evocation
Level: Sor/Wiz 8 Drd 7
Components: V,S
Casting Time: 1 round
Range: Personal
Area: 20ft cone
Duration: Instantanious
Save: Fort for partial see text (effects objects)
Spell Resistance: Yes

Empowering your hand with emense energy, you move with lightning speed along the center of the effect. This movement does not incur attacks of oppurtunity. All enemies and selected objects along this line take 1d4/caster level damage which cannot be regenerated and ignores hardness. All targets with fewer than 3 HD are destroyed outright (no bodies are left behind) All others with 10 or fewer HD must save or die.
DrakeRunner

08-17-03, 10:01 PM
I dunno whats so wierd about it. You could do it normally with Chain Lightning and Spell Themantics.
Dante Darkstar

08-17-03, 11:36 PM
Hmmm... the thread is cool, but I feel urge to post my own versions of some Slayers spells. Those here just don't fit my imagination about thier power (note: this is SUBJECTIVE, at least mostly)

FIRE SPELLS

Flare Arrow
Evocation [Fire]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Medium (100ft+10ft/level)
Effect: 1 fire arrow or 1 fire arrow/2 levels
Duration: Instant
Saving Throw: None
Spell Resistance: Yes

This spell can either shoot single powerful arrow of fire that require ranged touch attack to hit and deal 1d6 fire damage per level (max.10d6). Alternatively caster may create up to 1 small arrow per 2 caster levels (max. 5 arrows) that may strike any set of targets no two of which can be more than 30ft apart. Ranged touch attack is required for each arrow to hit.

This spell is my original version of Flare Arrow, which is extremely powerful for 2nd level because of no save. Possible remedy would be to decrease damage to 1d8 per 2 caster levels up to 5d8 (and small arrows would deal 1d8 damage each).
In the core it's same as UnholyDragoon's version though.

Burst Flare
Evocation [Fire]
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 round
Range: Long (400ft+40ft/level)
Area: 60ft-radius burst
Duration: Instant
Saving Throw: Reflex half
Spell Resistance: Yes

This spell creates a powerful explosion in target point. It deals 1d6 damage per caster level (up to 20d6) half of which is fire and half physical impact damage (subject to DR normally, althrough count as magical). Succesful Reflex save halves damage taken.

Remember Halcyform (or whatever name he had, the one who made Pledge of Immortality in Atlas City) blowing up his mansion. Well, he used THIS. Probably Empowered, Maximized, etc.

AIR SPELLS

Digger Volt
Evocation [Fire]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: 30ft
Effect: Electrical bolt
Duration: Instant
Saving Throw: None
Spell Resistance: Yes

This spell creates powerful electrical charge in caster's hand. It can be shoot through air or held as touch attack.
If shoot, it will automatically hit nearest Small or larger creature or conductive object in 30ft cone in front of the caster, regardless of caster's intentions. It deals 1d6 electricity damage per caster level (max. 10d6).
If held as touch attack it obeys normal rules for touch spells, but if caster touches any creature or conductive object it automatically discharges. It deals same damage as first version. If discharged into conductive object, nearest creature touching the conductor except the caster is dealt this damage. Conductors itself never take damage (including Iron Golems and similiar).

Somewhat similiar to UnholyDragoon's version, short-ranged electrical attack.

WATER SPELLS

Freeze Arrow
take a guess...

Blam Blazer
Evocation [Force]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Medium (100ft+10ft/level)
Effect: Beamlike force missile
Duration: Instant
Saving Throw: None
Spell Resistance: Yes

This spell creates a brilliant beamlike missile of force. Ranged touch attack is required to hit desired target. It deals 1d8 per 2 caster levels (max. 5d8) to struck target.

Very basic "blaster". I remember Lina using it on ghost ship (Slayers Try, the one with captain changed to vase). Althrough deals not over-the-top damage, it's very relable due to force damage type.

SPIRIT SPELLS

Elmekia Lance
Evocation
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 action
Range: 120ft
Area: 120ft line
Duration: Instant
Saving Throw: Will half
Spell Resistance: Yes

You evoke a beam of brilliant spiritual energy. It deals 1d6 damage per caster level (up to 15d6) to any living creature in the area (and to some non-living). It only affects creautre's spirit (or its spiritual energy), damaging any living creature, elemental, intelligent undead or plant. It does not affect nonliving matter at all, passing though any material barriers. Force effects and abjurations stop the line.
Affected targets are entitled a Will save to halve recieved damage.

In my opinion, Elmekia Lance is NOT some easy trick, but quite powerful offensive spell. This is where I strongly disagree with UnholyDragoon's version.

Elmekia Flame
Evocation [Fire]
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 action
Range: 120ft
Area: 120ft cone
Duration: Instant
Saving Throw: Will half
Spell Resistance: Yes

Somewhat similiar to Elmekia Lance, this spell evokes spiritual energy, but instead of focusing it into beam, it lets it loose, affecting large area. Of course the amount of energy evoked by this spell is also vastly increased. Another change is that it also evokes fire energy along with spiritual. Effectively there are 2 areas: spiritual damage area and fire damage area, because spiritual part ignores material barriers just like Elmekie Lance, while fire part is stopped. Spiritual damage is dealt only to targets who would be subject to Elmekia Lance, while fire damage applies normally to all.
The spell deals 1d6 damage per caster level (max.20d6) half of which is spiritual and half fire (some targets will suffer only part of damage because of that). Single succesful Will save halves both spiritual and fire damage taken.

Not really very close to anime, but I've gotta make it more powerful than Elmekia Lance and I don't believe in just increasing damage (that's what Empower if for).

Shadow Snap
Well, UnholyDragoon's version is perfectly OK. I don't have anything to add.

Rah Tilt
Evocation
Level: Sor/Wiz 9
Components: V, S
Casting time: 1 action
Range: Close (25ft+5ft/2 levels)
Target: One creature
Duration: Instant
Saving throw: Will negates
Spell resistance: Yes

This powerful spell attempts to utterly destroy target in a pillar of brilliant radiance. If the target fails it's save, it is completely destroyed, not even a fine trace of dust remain (althrough True Resurrection would be able to bring back the victim). It affect any living creature, elemental, intelligent undead or plant. If the target succeeds at its save, then it merely takes 10d6 damage.

I believe Rah Tilt would be something like that. 9th level is because it affects some targets not normally affected by death attacks and there is no protective ward against it (like DeathWard). I believe it's fine as 9th level spell, althrough 8th level may be fine as well.

BLACK SPELLS My favourite kind... :devil:

Dynast Bras
Evocation [Electricity]
Level: Sor/Wiz 5
Components: V, S
Casting time: 1 action
Range: Long (400 ft + 40 ft/level)
Area: 20ft radius cylinder
Duration: 1 round (see text)
Saving throw: No
Spell resistance: Yes

When cast, this spell creates glowing pentagram around the target point. If anything disrupts the pentagram, the spell fails (so it must be cast on fairly flat open place). When pentagram is succesfully created, barrier almost identical to Wall of Force encircles it, preventing any creatures from leaving (unless they destroy the barrier or escape in another fashion). The barrier differs from Wall of Force, because it can be broken with succesful Strength check against the spell's DC. If the barrier is not broken, next round on initiative of caster (but before his action), lightning strikes whole area within pentagram (if the barrier is broken, then the lightning don't strike). Since there is no way to avoid it, there is no save, and all within take 1d6 electicity damage per caster level (max. 15d6). After lightning strike the barrier and pentagram both instantly disappear.

I know I've seen this cast succesfully at least once but can't remember where and when. In battle with Gaav however, Amelia cast it against him, and he just shattered the spell like a glass wall. That's where I got whole idea from.

Gaav Flare
Evocation [Fire]
Level: Sor/Wiz 8
Components: V, S
Casting time: 1 action
Range: Long (400 ft + 40 ft/level)
Area: 20ft radius ball (see text)
Duration: Instant
Saving throw: Reflex half
Spell resistance: Yes

This particularly devastating spell creates very powerful blast of fire. It deals 1d8 fire damage per caster level to all within spell area (up to 20d8). Reflex save halves recieved damage. Unlike fireball, flames fully fills all accessible area within 20ft, rather than spreading 20ft. The purple flames persists for 2-3 seconds and vanish.

Very high damage spell. I used d8 to represent its immense power, because d6 would put it on par with Delayed Blast Fireball (even worse because it's always instant). One of few examples from using over d6/level for spell damage by myself.

Unfortunately, cooler Black spells are too cool and require epic magic.
Vaalingrade Ashland

08-18-03, 12:04 AM
I know I've seen this cast succesfully at least once but can't remember where and when. In battle with Gaav however, Amelia cast it against him, and he just shattered the spell like a glass wall. That's where I got whole idea from
Lina cast a working Dynast Bras in the OVA Geofrey's knighthood.
Unholydragoon

08-18-03, 01:55 AM
The reason Elmekia Lance is a low level spell is because of who can cast it. Lina can cast it, and she specializes in Fire and Black magics. Her father can cast it, and he isn't even a dedicated caster. Amelia can cast it, Zel can cast it. It is also described as a very weak effect from the novels - essentially the entry level Shaman (Spirit) damage spell. Shadow Snap is arguably one of the easiest Spirit spells.

And that goes the same with Flare Arrow. It is a low level spell - the easiest Fire spell to cast. Anything over level 1 does a disservice to the spell.

To explain better, here is the system I use (some I have created, others I have not):

Level 1
Flare Arrow
Freeze Arrow
Shadow Snap

Level 2
Elmekia Lance
Burst Round (Rondo)
Diem Wind
Balus Rod

Level 3
Explosion Array
Digu Volt
Flare Lance
Dam Brass
Blam Brazer

Level 4
Demona Crystal
Zelas Bleed (Zelas Brid)
Elmekia Flame
Dynast Breath

Level 5
Val Flare
RayWing
Stone Spiker
Hell Blast

Level 6
Dynast Brass
Fehlzareid
Vlave Howl

Level 7
Ruby-Eye Blade
Ra Tilt
Raugnut Rusyavuna

Level 8
Chaotic Disintigrate
Bomb Spread
Dragon Slave

Level 9
Ragna Blade

Epic
Giga Slave

NOTE - this is not an entire comprehensive list of the spells in the SLAYERS universe.

Anyway, that's how I see thing breaking down. The Ra Tilt is strong, yes. However, Amelia can cast it. And at the point in the series that she starts using it, she is significantly weaker than both Lina and Zelgadis.

Also, ye got the general use/description of Gaav Flare wrong.Slayers Universe: (http://www.inverse.org/e)
Spell which calls on the power of Chaos-Dragon Gaav, one of the five servants of Ruby-Eye Shabranigdu. The fire which travels in a straight path, pierces the target and keeps on traveling and deals damage to any directly behind the target. Since Gaav no longer exists, this spell can no longer be cast.

More to the point, some of the spells are incorrectly leveled. Some (Blam Brazer) are too weak for the level and others (Dynast Bras) are too strong for the level. Then again, ye and I have to vastly different ideas of how spells in Slayers work. That and, the exact effects of the spells, as seen in the Anime, are going to be impossible to reflect in D&D mechanics. Only some of them are feasible, and at a major downplaying. Especially in the area of effect. ;) They have artistic license to make things big and flashy, we do not when using the D&D mechanics.

Vaalingrade Ashland - change that to a conic effect (I recommend only 20 feet), and they spell is good and balanced. :D

Carefree Butterfly* - looks good. very goofy, but good. :P FLCL is such a strange series. :)
Armoured Priest

08-18-03, 02:34 AM
To Kari, I thought about something similar to what you had suggested, but for mechanic reasons chose to do it the way I did. (It would have basically been the 8th level cleric spell Fire Storm ) Based on its function and particulars in PS IV, is why I chose the area and effect that I did. (I keep save games in specific places in a lot of the games I own and was able to review the circumstances under which you gain the spell. A Fire Store varient would have worked but it struck me as somewhat closer to Disintigrate , just with a (fire) discriptor.) Also, while not exactly realistic :smirk: , in the game the monsters are pretty close together so it would make more sense in that regard for a single radius effect. (Don't you just love monsters that stand their and take the whoppin' your only too happy to dish out. :D

Your observasion about ignoring the PS III version of Megid (Megido in the American trans of the game) was right on with my thinking as it was basically a plot device and more on line with the epic Giga Slave Slayers spell.

As for PS II version of Megid, in the game your main charecter (Default name Rolf) gets it at level 35 I believe. It does massive domage to both friends and enemies. This would be more in line with a version doing comperal damage, but because of backlash, being lower level...or an Epic version dealing massive amounts of damage.

Hope that sheds some light on why I made some of the choices I did.:)
Unholydragoon

08-18-03, 05:51 PM
What, no love for the Anime today? :bigeyes:
Dante Darkstar

08-18-03, 07:12 PM
Unholydragoon

Hmmm... maybe you are right about Elmekia Lance, but I think it should be around level 3 at least. When Amelia was "cleaning" Atlas City from gels it was used to wipe them in half of the city... Besides it isn't used as very simple spell, but more like "standard arsenal" against Mazoku.

As for Rah Tilt, well... it's most powerful Spirit spell, so if you put it on level 7, then spirit magic seems kind of weak. But that's more mechanics notes.

As for Gaav Flare, I took the effect straight from anime. When Lina cast it on Gaav ("Is this some kind of joke ?" rulez) it looked just like that. A ball of purple flames persisting for a second or two.
Maybe there were other instances where it worked quite differently, but anime spells are known for having quite non-fixed effects.
Armoured Priest

08-19-03, 03:36 AM
New spell for all of those anime and video game charecters who like to float there but not actually fly "I'm so powerful I can waste power just floating here"

Float (name from Final Fantasy)
School: Transmutation
Level: Sorc/Wiz 2, Travel 2, Air 2
Component: V, S, M
Casting Time: Full-Round
Range: One Creature touched
Duration: 1 hour/ level
Saving Throw: Fort negates (harmless)
Spell Resistence: yes

Description: Causes a target of heavy encumberment or less to hover approx. 3-6 inches from the ground. Movement speed is unaffected (a creature with 30ft movement retains move of 30ft), but can be altered by subsequent spells (haste, Expedious retreat). For terms of movement target is treated as a step lighter in terms of encumberment. For example, a heavily encumbered creature is dropped to medium encumberment. This spell will not work if the target exceeds it max load. This spell allows the target to float above liquid surfaces as well (water, mud, quicksand, and even lava although this spell in no way protects you from the heat being in such close proximity to the lava). This spell in no way reduces terrain modifiers for growth or spells. (The water of a march doesn't slow you down but the weeds and brush from any sort of undergowth would, as would spells like entangle). This spell takes some of the stress off of long distance travel. Creatures effected by this spell may continue for an extra hour without making a fort check, so long as they used the spell to travel the entire time.

For instances of falling damage, this spell isn't powerful enough to to negate the falling damage, but it will treat the fall as 10ft shorter than it actually was.

Material Component: a feather.

Float, Greater
Level: Sor/Wiz 5, Travel 5, Air 5
Range: Short (25ft + 5ft/2 levels)
Effect: One Creature/ per 2 levels

Description: As per Float but effects multiple targets.

Holy
School: Conjuration (good) (holy)
Level: Clr 7, Good 7
Component: V, S, DF
Casting Time: one Standard Action
Range: Medium (100ft + 10ft/ Level)
Effect: Creature targeted
Duration: Instantanious
Saving Throw: Will half damage
Spell Resistence: yes

Description: This spell causes a surge of holy energy that attacks an evil creature. Damage dealt is d6 per level (max 20d6) and the energy is considered divine. Neutral Alignments take half damage. Good alignments take no damage.

Un-Holy
School: Conjuration (evil) (profane)
Level: Clr/ 7, Evil 7

Description: As per Holy, except does profane damage. Good Alignments take full. Neutral Alignments take half. Evil Alignments take no damage.

(Yes there can be Anarcic, and Axiomatic versions of this spell too, even though only Holy was ever actually used in the game.)
Carefree Butterfly*

08-19-03, 12:17 PM
Victory
School: Enchantment [Mind-Affecting]
Level: Clr 1
Components: V, S
Casting Time: 1 action
Range: Short
Duration: Instantaneous

Usually an after battle habit for certain heroes, the caster strikes an after battle pose often followed by "Victory!" but other phrases can be allowed. The pose depends on the character but is usually the same. The effect of this spell inspires positive attitudes removing either:

- 1d6 hp damage and 1d6 subdual
- 1 ability damage
- either the fatigued condition or the shaken condition
Unholydragoon

08-19-03, 12:50 PM
Go Armoured and Carefree!! I'll add them to he list. :D
Unholydragoon

08-19-03, 01:06 PM
Meteo
School: Evocation
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 full round action
Range: long (400 feet +10 feet per level)
Area: 60 foot radius burst
Duration:
Saving Throw: See Below
Spell Resistance: Yes

Description: This spell calls down chunks of burning rock from the stratoshpere to incinerate opponents.

Everyone in the area of effect takes 5d6 points of force damage from the impact of the meteors. Then the spell deals 1d6 points of fire damage per level (max of 20d6) with a reflex save for half as the meteors explode.
--------

Simple, but effective. I'd rather have this than Meteor Swarm any day. :smirk:
I had to get in on videogame spellcasting. After all, I am part of the Final Fantasy Campaign Setting (http://boards1.wizards.com/showthread.php?s=&threadid=45835&perpage=30&pagenumber=1) crew. :love:
Legrasse

08-19-03, 02:33 PM
Uhh...meteor swarm is better. And I think meteo from FF4 was the same as meteor swarm.

How about this...

Ultima
School:Evocation
Level:Sor/Wiz 9
Componets:V, S, M
Casting Time:One Full Round Action
Range:Medium (100 ft. + 10 ft. per level)
Area:Radius of 20 ft.
Duration:Instantaneous
Saving Throw:Reflex for half
Spell Resistance:Yes

Description: By drawing upon the raw magic of the world, the caster creates an explosion of raw magical energy. The explosion is non-elemental in nature and bypasses all forms of elemental resistance and damage reduction. The area of effect is a circle 40 ft. wide. This spell deals 1d8 points of damage per caster level.

Material Components: A red dragon scale.
Unholydragoon

08-19-03, 02:57 PM
Originally posted by Legrasse
Uhh...meteor swarm is better. And I think meteo from FF4 was the same as meteor swarm.Not in 3.5 its not. An creature with a DR of 10 and Fire Resistance 20 (most demons, devil, celestials, dragons, etc.) are effectively immune to this spell. Each missile does 2d6 (2-12) bludgeoning and 6d6 (6-24) fire. Each missile is applied to DR and ER (energy resistance) seperately. :uh-huh:

In the latter games, Meteo got split into Comet and Meteor

How is that better than 5d6 (5-30) unstoppable and 20d6 (20-120) fire?

How about this...

Ultima
School:Evocation
Level:Sor/Wiz 9
Componets:V, S, M
Casting Time:One Full Round Action
Range:Medium (100 ft. + 10 ft. per level)
Area:Radius of 20 ft.
Duration:Instantaneous
Saving Throw:Reflex for half
Spell Resistance:Yes

Description: By drawing upon the raw magic of the world, the caster creates an explosion of raw magical energy. The explosion is non-elemental in nature and bypasses all forms of elemental resistance and damage reduction. The area of effect is a circle 40 ft. wide. This spell deals 1d8 points of damage per caster level.

Material Components: A red dragon scale. Too strong as written. (1) it should be [Force] damage (type-less damage that bypasses Resistance), and it (2)needs a cap (25d8). Other than that, it looks pretty good. :)
Vaalingrade Ashland

08-19-03, 06:17 PM
This is my take on the monofilament attacks of Walter and Yura of the Hair. Level may need adjusting.
Oh, and I fixed the Iron Reaver Soul Stealer

Monofilament
Conjuration
Level: Sor/Wiz 5
Components:S, M, F
Casting time: 1 action
Range: Close (25ft+5ft/2 levels)
Target: Ranged touch attack
Duration: 1 rd/level
Saving throw: Fort for partial (see text)
Spell resistance: No

You lash out with filaments of force, making as many ranged touch attacks as your BaB allows against any creature withing range. Creatures hit take 1d8+STR damage +1/caster level, and must make a fortitude save. Failure means that the thread has wrapped a body part. Each round there after, the target may attempt a STR (DC15 + 1/caster level) check to break the threads or take 1d8 +1/caster level damage. The caster may also take a full round action to pull on one thread/5 caster levels, dealing an aditional 1d8+STR damage. When using this option, the caster also adds sneak attack damage if any to the damage.

Material Component: a strand of hair
Focus: a silver comb worth 200 gp.
Armoured Priest

08-20-03, 12:22 AM
Sorry, I forgot to mention that I updated Kahmehameha Wave

Well here are some more spells a working version of the Dragon Slave, Tien's Solar Flare, and a first shot at the Giga Slave using the Epic Handbook.

Solar Flare
School: Evocation
Level: Clr 5, Sor/Wiz 5
Components: V, S
Casting Time: One Standard Action
Effect: 60ft radius burst centered on caster
Duration: round/ level
Saving Throw: Reflex Partial
Spell Resist no

Description: Causes a flash of blinding light that blinds all those in the radius except the caster for the duration of the spell. (the light illuminates an additional 60ft radius out as per Daylight). All those who fail their save are blinded for an additional 4d4 rounds. This spell is considered direct sunlight for those creatures effected by it.

Dragon Slave
School: Evocation (force)
Level: sorc/Wiz 9
Components: V, S, MF
Casting Time: One Standard Action
Range: medium (400ft + 40ft/level)
Effect: 50ft radius burst
Duration: instantanious
Saving Throw: Reflex half (primary effect)
Spell Resist: yes, no

Description: This spell creates a massive explosion that destroys utterly all things in its wake. Everything in the radius, including innanimate objects, takes d8 damage per caster lvl (25d8 max). The damage from this spell ignores hardness. If any creatures are killed by the damage they are destroyed as per 'Disintegrate'. All creatures in the blast, whether they make their save or not and if they survive the blast, those creatures are hurled out of the blast area from the concussive force and take an additional 4d6 impact damage which ignores SR

Material: a dragon's scale which is not consumed in the casting.

I needed a working version of the Dragon Slave to work on this next spell.

Giga Slave (Epic Spell)
Evocation (force)
Spellcraft DC: 99 (see text)
Components: V, S, XP
Casting Time: One Standard Action
Range: 300ft
Duration: Instantanious
Saving Throw: Reflex Half
Spell Resist: yes, no

To Develop: 891,000gp, 18 days, 35,640exp. Seed: Destroy (DC 29) Factors: decrease casting time to one action (+20 DC), Increase total damage to 50 dice worth (+60 DC), Change target creature to area of 20ft radius effect(+10 DC), Increase Area to 200ft radius (+36 DC), Increase damage die to d10 (+20 DC), +10 caster level bonus for breaking SR (+20 DC), Ad Hoc ignore hardness (+14 DC) Mitigating Factors: burn 10,000exp (-100 DC), 10d10 backlash (-10 DC).

Description: This spell, an advanced form of the 'Dragon Slave', causes 50d10 damage to everything in a 200ft radius. This damage Ignores hardness. The damage is pure destructive force from the "Lord of Nightmares". If a creature is killed by the damage, treat as per 'disintegrate'. All creatures in the blast, whether they make their save or not and if they survive the blast, those creatures are hurled out of the blast area from the concussive force and take an additional 4d6 impact damage which ignores SR. This spell grants an additional +10 to caster level checks for breaking SR for the primary effect.

If used as a focus for the spell Maury's "Sword of Light" is treated as a Rod of Epic Spellcasting granting a +10 insight bonus to Spellcraft DC checks while holding it.

I thought I would give the Giga Slave a shot:D
Let me know what you think.
Armoured Priest

08-20-03, 05:26 AM
Uh...Unholy? In the master spell list, you listed my tital as Unarmoured priest.

I'm allowed to wear armor in D&D (or armour as the case may be):D
Unholydragoon

08-20-03, 11:49 AM
Originally posted by Armoured Priest
Uh...Unholy? In the master spell list, you listed my tital as Unarmoured priest.

I'm allowed to wear armor in D&D (or armour as the case may be):D :blush:

Fixed. :cool:
Unholydragoon

08-20-03, 12:20 PM
Now for some ccomments. I'll take the spells in order. :teach:

Monofilament - A little complicated. Instead, note that how aboot the following changes:

Ye make one filament per 3 levels (max of 6). After a successful ranged touch attack, each filament makes a grapple check each round to deal Constriction damage (1d8+Str). Each monofilament is treated as large size, with a strength equal 10 15 + 1/2 caster levels (max of 30). The caster may switch targets each round. If multple filaments grapple the same target, each extra filament grants a +2 to the grapple roll and deals +2 damage to the damage roll.

I think this makes the mechanics more in line with what is already used. It's kinda like a controllable version of Evard's Black Tentacles, but it isn't overpowered for its level (3.0's Evard's is insanely too powerful. That's why I like the 3.5 version better. Not as complicated, and it sin't possibleto deal 80+ points of unavoidable damage to a single target in one round)

Solar Flare - Interesting. Weak for the levelit is gained, but interesting. I'd handle it as follows:

Causes a flash of blinding light that blinds all those in the radius except the caster. The light itself illuminates a 60ft radius (as Daylight). When cast, all in the radius are blinded and dazed for 1 round, and must make a reflex save or be blinded for an additional 3d6 rounds.

Much simpler. I'd also make it a Sor/Wiz 4 spell. :D

Dragon Slave - Despite its red appearance, this should be [Force] damage (and have the [Force] tag, not [Fire]. Remember, it is red because it calls on Ruby-Eyed Shabranigdo. ;) Also, make the cap 25d8, and have the spell caster take 1d4 Con Damage with with every casting as a "backlash".

Giga Slave - I'd love to critique this, but I know nothing aboot epic rules. :( So I kinna say if this is balanced or not. But it looks appropriate. Again, though, I cannot make an accurate designation for it. :bigeyes:

Keep it up everyone!! :bounce:
Vaalingrade Ashland

08-20-03, 04:08 PM
Armoured Preist -- prehaps a 'destroy the world clause is in order for the Giga Slave? Looks good otherwise.

Dragoon -- The rules are complicated, because I've always treated the monofilamant as a weapon, not a spell. As a weapon, the monafilament is a combination of whip and harpoon.
Unholydragoon

08-20-03, 04:41 PM
The problem is that it is a spell. and, with the general description of it, one that prevents further spellcasting while it is up. So it really has to be treates as a spell. How aboot this as a weapon instead?

Monofilament - This magical whip looks improbably thin, but is as strong as the mithral it is made from. It functions as a +3 mithral whip-dagger. It allows the wielder to make a grapple attempt at range (out to 10 feet. Once per day, it may be used to cast the spell Monofilament as a 10th level caster.

Would that work better?
Dante Darkstar

08-20-03, 06:41 PM
Armoured Priest

I have following suggestions to Dragon Slave:
1.As UnholyDragoon said, it's non-elemental. Force would be alright.
2.Make it Long Range ! You won't persuade me that you cannot cast DS as far as Fireball.
3.I think you should make it 9th level and make 1d6/level with max.25d6 (as normal for 9th level area spells). This would be better.
3.When I was thinking about DS, I came up with an idea that immobile objects take double (or even triple) damage from the spell. This way it really can obliterate cities without being totally overpowered because of damage dealt.
4.Creatures should be thrown back regardless of failed or succesful Reflex save. I was applying Str check to stay standing in place. The bad thing was you were taking more damage, as an immobile object.

As for Giga Slave, shouldn't it use Summon seed with +50 (as far as I remember) modifier for unique being summoned. After all, Giga Slave "merely" summons Lord of Nightmares. All the destruction is his/her work.
Vaalingrade Ashland

08-20-03, 07:25 PM
Originally posted by Unholydragoon
The problem is that it is a spell. and, with the general description of it, one that prevents further spellcasting while it is up. So it really has to be treates as a spell. How aboot this as a weapon instead?

Monofilament - This magical whip looks improbably thin, but is as strong as the mithral it is made from. It functions as a +3 mithral whip-dagger. It allows the wielder to make a grapple attempt at range (out to 10 feet. Once per day, it may be used to cast the spell Monofilament as a 10th level caster.

Would that work better?

Variant:
Monofilament
small thrown weapon (exotic)
damage 1d6
Crit Range: 20

A Monofilament functions as a ranged attack, except you still hold one end. (a la whip 3.0)
On a successful hit, you mcceed in the grapple, the filament deals an additional d6 damage. It deals ay automatically make a grapple check with the target. If you succed in the grapple, the filament deals an additional 1d6 damage. It continues to do this damage every round until the opponent breaks the grapple (including the turn they break the grapple)
Note that the wielder of the filament may add sneak attack damage (if any) to damage done by the thread.
The filament may be broken with a STR check (DC 25).
You may hold up to four filaments at one time, but each additional filament gives a cumulative -2 to attack rolls and grapple checks.
Special: Exotic Weapon Proficiency: Monofilament has the additional Prereqs of ECL 10 and Weapon Finesse.

Its probably less balanced, but I think it does more of what Walter and Yura do with it.
Armoured Priest

08-20-03, 07:33 PM
I updated Solar Flare, Dragon Slave, and Giga Slave.

I took both your advice and changed the damage type to force (for both 'Slave' spells.) I cleared up the wording on Solar Flare as its supposed to last for a little bit, and I dropped its level. For Giga Slave I dropped the Energy Seed and increased the die amount out of the Destroy Seed back up to 50d10. The reason I didn't use the Summon Seed is first of all the Spellcraft DC would have been kicked up very high. In order to get a comperable effect out of the Summon Seed the DC would be 7 less, but you have to get through a whole lot of the creature's (In this case the Lord of Nightmares) protections such as SR, spell immunities, school resistences ect.. plus the target has to fail a Will save, and even then with a unique summon, it is not compelled to actually do anything for you. With the way I built it it was more along the lines of calling up the destructive force on behalf of the "L.O.N."
Not quite as accurate but mechanically works a little better. Also for both 'Slave' spells, I was going for the ability to destroy everything in the blast radius (leaving a smoking crater) That's why both spells ignore hardness. This has the effect of making a crater that will be about 50 ft deep for the Dragon Slave, and 200 ft for the Giga. I looked back at my original description, and tried to reword it a bit to lessen confusion. I was trying to keep the Spellcraft DC for casting below 100. (For anyone who has made some epic spells, you know easy it is to let those caster checks get truly massive)
january_samurai

08-20-03, 07:49 PM
I always thought D&D magic didn't capture the raw power of fantasy/anime magic. Spell always knocked down, pushed back, or dazed opponents. This aspect could be brought to many existing spell with metamagic feats. Add a level and the spell trips or bullrushed. What do you the viewers at home think?
Azy

08-20-03, 08:39 PM
The Giga Slave is too weak. :P With epic spells, there's no cap but one's imagination, and personally, I think the Spellcraft DC should be outlandishly high. After all, the GS is prohibitively difficult to cast. :D Further, what if you added a clause like this: "On a failed Spellcraft check, there is a 50% chance that the spell with either merely fail, or annihiliate the caster, with no chance of ressurrection." ...Seems in keeping with the GS, without adding a "world destruction" clause. :D

~Azy
Unholydragoon

08-21-03, 02:29 AM
Originally posted by january_samurai
I always thought D&D magic didn't capture the raw power of fantasy/anime magic. Spell always knocked down, pushed back, or dazed opponents. This aspect could be brought to many existing spell with metamagic feats. Add a level and the spell trips or bullrushed. What do you the viewers at home think? Hmm....How aboot this?

Felling Spell - The spell modified with this feat hits hard enough to topple targets struck by it. Requirements: any 1 metamagic feat. Benefits: spells affected by this feat iforce the targets to make a Balance check (DC 10) or be knocked prone. This may only be used withspells with the following areas: Ray, Cone, Spread, Burst. This spell uses up a slot 1 level higher than the unmodified spell.

Now will that work for ye?

Vaalingrade - that doesn't actually look to bad. ;)

Armoured Priest - I still dissagree with Dragon Slave; mostly because I feel it should be a level 8 spell. After all, the Ragna Blade isn't an epic spell, by my reckoning, and it is more powerful than the Dragon Slave.
Armoured Priest

08-21-03, 08:05 AM
To UnholyDragoon... In your opinion would you say it is good as written other then the cap and the level? By the guidlines in the DMG 25dice of dam is the general cap for 9th level area spells, where 8th is 20dice.

I noticed a Factor mistake for the "Standard" Giga Slave and I fixed it.

To Azy...I made Giga Slave as a "D&D" epic spell, not an "Anime" epic spell.;) I basically wanted players to have a reasonable hope of getting to use the spell. To paraprase the General from 'Spies Like Us'... "A spell unused is a useless spell". Now that having been said, I will happily make a Super Giga Slave:D (Tera? Peda? :D )

"Super" Giga Slave (Epic Spell)
Evocation (force)
Spellcraft DC: 2273 (see text)
Components: V, S, XP
Casting Time: One Standard Action
Range: 18,000ft
Duration: Instantanious
Saving Throw: Reflex Half (see text)
Spell Resist: no, yes, no

To Develop: 20,457,000gp, 410 days, 818,280exp. Seed: Destroy (DC 29) Seed: Summon (DC 14) Factors: Summon Unique creature (+60 DC), decrease casting time to one action (+20 DC), Increase total damage to +1000 dice worth (+2000 DC), increase renge (+100 DC) Change target to area of 20ft radius (+10 DC), Increase Area to 2000ft radius (+396 DC), Increase damage die to d20 (+40 DC), +10 caster level bonus for breaking SR (+20 DC), Ad Hoc ignore hardness (+14 DC), Ad Hoc ignore Lord of Darkness' protections and Defenses will summoning and he gets no Will Save (+120 DC), Ad Hoc possibility to destroy the world if DC check is failed (+500) Mitigating Factors: burn 10,000exp (-100 DC), 1000d10 backlash (-1000 DC).

Description: This spell, an advanced form of the 'Giga Slave', summons the Lord of Nightmares who upon arival deals 100d20 points of damage to all in the radius which ignores hardness, SR, and DR(No Save). He than sends out a shock wave of destruction causes 1000d20 damage to everything in a 2000ft radius. This damage Ignores hardness. The damage is pure destructive force from the "Lord of Nightmares". If a creature is killed by the damage, treat as per 'disintegrate'. All creatures in the blast, whether they make their save or not and if they survive the blast, those creatures are hurled out of the blast area from the concussive force and take an additional 20d6 impact damage which ignores SR. This spell grants an additional +10 to caster level checks for breaking SR for the primary effect. If the Spellcraft DC is failed when casting this spell there is a 5% chance the world is utterly destroyed.

If used as a focus for the spell, Maury's "Sword of Light" is treated as a Rod of Epic Spellcasting, except that it grants a +100 insight bonus to Spellcraft DC checks while holding it.

Have fun, but don't shoot your eye out;)
january_samurai

08-21-03, 10:57 AM
Felling Spell - The spell modified with this feat hits hard enough to topple targets struck by it. Requirements: any 1 metamagic feat. Benefits: spells affected by this feat iforce the targets to make a Balance check (DC 10) or be knocked prone. This may only be used withspells with the following areas: Ray, Cone, Spread, Burst. This spell uses up a slot 1 level higher than the unmodified spell

That'll jest aboot do it, but I feel higher level spells and casters should have a higher DC. Perhaps the DC 10+caster level, 10+spellcasting ability modifier, or 10+spell level. Or it could be like the Monster Manual's Awesome blow feat: reflex v. DC = damage taken.

'ow aboot sum bowlrosh acsheeon...

Thrusting Spell - The spell modified with this feat has such it force pushes its targets back.
Requirements: Any 1 metamagic feat.
Benefits: Spells affected by this feat forces the targets to make a Strength check [DC = caster level + casting ability modifier] or be pushed back as if bullrushed. The target gets +4 bonus for every size category it is larger that medium and -4 penatly for every size catergory it is smaller than medium. If it has 4 or more legs or is otherwise exceptionally stable it gets a +4 to the check. If the target fails, it is pushed back 5ft plus an additional 5ft for every 5 points it failed the check. This may only be used with spells with the following areas: Ray, Cone, Spread, Burst. Rays push the target back following the line of the ray. Cones push all affected targets away from the caster's direction. Spreads and Bursts push targets away from the center of the spell. This spell uses up a slot 1 level higher than the unmodified spell.
Vaalingrade Ashland

08-21-03, 11:26 AM
I started an anime Equipment and Weapons thread on the Combat Thread Go Here (http://boards1.wizards.com/showthread.php?s=&threadid=85674) to check it out.

Armoured Priest: Actually, I think you can get a away with just calling LoN. She pretty much does what she wants to once on plane.
Unholydragoon

08-21-03, 12:35 PM
Armoured Priest - That's why the Dragon Slave needs a drawback (either XP or con damage) to lower its level. But I also saw this. Armoured Priest:
He than sends outThe Lord of Nightmares is female, according to the creator of Slayers. ;)

january_samurai - please do not mock my typing style, lest I be forced to get angry. The thing is, with a balance check, not everyone puts ranks into it (it is a rarer skill). Mebbe DC = 5 + spell level would work in this case. After all, Anime spells don't always have these effects (just frequently).

Thrusting Spell feat looks pretty good though.

Vaalingrade Ashland - I'll give it a look see. As an aside, a friend of mine actually made a wooden, life sized version of Cloud Strife's Buster sword. :uh-huh: It was huge.
Kari

08-21-03, 02:47 PM
Actually, I get the impression that the Lord of Nightmares is whatever he/she wants to be. (In the case of the Lord's appearance in Slayers, it was Lina's body who was possessed, and so would have appeared female.)
Unholydragoon

08-21-03, 03:53 PM
Originally posted by Kari
Actually, I get the impression that the Lord of Nightmares is whatever he/she wants to be. (In the case of the Lord's appearance in Slayers, it was Lina's body who was possessed, and so would have appeared female.) Yes and No. According to the novels (not released officially in the us), the lord of nightmares always appears as a woman. Also, Phibrizzo (Hellmaster; the little mazoku kid) calls her "mother" before getting obliterated.

So LoN is most definitely female; she is also very fickle. She has a habit of dropping 2-liter bottles of green tea on Xellos, as well as any other unfortunates that fail to amuse her. (no, I am not joking). She is a much more prevelant force in the novels.
Vaalingrade Ashland

08-21-03, 04:40 PM
Ya, after they drop the bomb of what the Giga Slave does, Several characters in Try rever to her as 'mother' or, more exactly, 'mother of all things' I think it was even in the 'Five points of Lights spell' that was the end of Try.

Poor Xelloss :( he has more women hitting him than Tenchi.

But, on with the show. Anyone got any Ideas fo Shesomaru (so not spell's right) Poison Claw fromInu Yasha?
Unholydragoon

08-21-03, 04:44 PM
It's Sesshomaru ;) Having missed that episode (but knowing what it does :P ) I'lkl hobble something together. :)
canamrock

08-21-03, 05:02 PM
I wonder about translating Dolem abilities from RahXephon into spells, that'd be cool...
Kari

08-21-03, 06:24 PM
Originally posted by Unholydragoon
Yes and No. According to the novels (not released officially in the us), the lord of nightmares always appears as a woman. Also, Phibrizzo (Hellmaster; the little mazoku kid) calls her "mother" before getting obliterated.

So LoN is most definitely female; she is also very fickle. She has a habit of dropping 2-liter bottles of green tea on Xellos, as well as any other unfortunates that fail to amuse her. (no, I am not joking). She is a much more prevelant force in the novels.
Ah, I see... I wonder what it would take to get my hands on a translated copy of those books.. (And I have got to get my hands on Try...)
Armoured Priest

08-21-03, 09:38 PM
Consider me corrected on L.O.N gender. I actually thought the same as Kari, and I still have a habit of using "he" as a neutral pronoun. My bad:D

In regards to the "Standard" version of Giga Slave, Just change out the Destroy seed (DC 29) and the Die boost to 50dice (+60DC) and Die type to d10 (+20DC). In exchange add the Summon seed (DC 14), summon unique being (+60) and an Ad Hoc (+35DC) to get her (Lord of Noghtmares) to blow something up for you. (Preferably not you);) You get the same DC just the seed descriptions are a little muddy for what ultimatly comes down to a big boom. (Fire Bad:D )

Epic spells are a little funny in that there is a lot of leeway for how to get a desired effect. There certainly is more than one way to do the same spell effect. So I added this conversion as a summon (vs. evo) version of the spell. There is always stuff that can be done to an epic spell that can continually tweek it. (This is starting to become an epic book reply isn't it) Still, I happen to think the rules for making Epic spells are actually a bit clearer than the rules for making normal spells. Also, its a lot of fun to see how big of a boom you can get with the smallest DC possible.

Um being that it is an epic spell (and going with what I just said). There is still some more tweeking to be done, but if you prefer a conjuration version I hope you like this fix. If you didn't notice I did indeed put the summon seed into the super version...although a DC approx 2300 (rounded up) is a bit prohibitive to cast. Oh well... have fun:D
Unholydragoon

08-21-03, 10:15 PM
Originally posted by Kari
Ah, I see... I wonder what it would take to get my hands on a translated copy of those books.. (And I have got to get my hands on Try...) Sadly,there is no translated complete versions. However, try the following Link:

QP Diana's Slayers Page (http://homepage3.nifty.com/QPHOUSE/slayers_e.html)

It has the most complete information aboot the novels (there are a lot of them, so fair warning). The novels also are significantly different than the Anime. Season 1 is mostly accurate, Season 2 is close, but season 3 is totally different than the novels.
january_samurai

08-22-03, 03:38 PM
Sorry UDraggy, I didn't mean to offend ya. I was giving you props (or crops if we lived in a feudal system).

I see your reasoning behind using a balance check but, I still think the base DC should be 10, just to fit in well with the rest of the system. 10 + spell level + ability modifier would not only set a reasonable (difficult, but achievable) DC, but also use the same numbers as the saving throw DC (easy reference). It would also make the feat usable with Heighten Spell and posibly Spell Focus. I don't think casters would get a metamagic feat that increase the level requirement to get a low chance of the desired effect working. So how about this...

Felling Spell - The spell modified with this feat hits hard enough to topple targets struck by it.
Requirements: Any 1 metamagic feat.
Benefits: Any spells affected by this feat force the targets to make a Balance check (DC 10 + spell level) or be knocked prone. Abilities that modify spell level (like Heighten Spell feat) also modify a Felling spell's balance check DC if the ability is used. If the target make a successful saving throw against the spell (if it has one), or otherwise avoids the effects of the spell (as by Spell Resistance), it also negiates the balance check. This may only be used with spells with the following areas: Ray, Cone, Spread, Burst. This spell uses up a slot 1 level higher than the unmodified spell.
-courtesy of Unholydragoon

Thrusting Spell - The spell modified with this feat has such it force pushes its targets back.
Requirements: Any 1 metamagic feat.
Benefits: Spells affected by this feat forces the targets to make a Strength check [DC = 10 + spell level] or be pushed back as if bullrushed. Abilities that modify spell level (like Heighten Spell) also modify a Thrusting spell's Strength check DC if the ability is used. The target gets +4 bonus for every size category it is larger that medium and -4 penatly for every size catergory it is smaller than medium. If it has 4 or more legs or is otherwise exceptionally stable it gets a +4 to the check. If the target fails, it is pushed back 5ft plus an additional 5ft for every 5 points it failed the check. If the target make a successful saving throw against the spell (if it has one), or otherwise avoids the effects of the spell (as by Spell Resistance), it also negiates the Strength check. This may only be used with spells with the following areas: Ray, Cone, Spread, Burst. Rays push the target back following the line of the ray. Cones push all affected targets away from the caster's direction. Spreads and Bursts push targets away from the center of the spell. This spell uses up a slot 1 level higher than the unmodified spell.

Thanks dragoon for you input, output.
Unholydragoon

08-22-03, 04:30 PM
Again, my problem with that is that the Balance Check DC's get too high , as do the strength checks. A DC = 10 + spell level would be more balanced for both. Higher than that, and it would have to be level +2. IMO, of course. An additional note should be a successful save negates this check. That would balance it better (either version) for a level +1 effect. :D
january_samurai

08-22-03, 05:42 PM
word. and fix.
Dartanel

08-22-03, 10:37 PM
Well, if you want to throw in feats. How about this fairly obvious one?

Awesome Power
"What power! I- I can't believe he's mastered the Infernal Cannon."
"ah- ah- ah-"
Prerequisite: Charisma 15+, Character level 9+
Benefit:
When this feat is chosen, select an ability or group of related abilities, such as spellcasting, supernatural abilities, or a group of related feats. Whatever ability you apply this feat to must require a standard action or more to use.
Whenever your character uses the selected ability, you may as a free action roll an intimidate check against all creatures for whom you are within their line of sight. This check is opposed by a level check on their part. If the action in question is a spell or duplicates a spell, you can a circumstance modifier to the check equal to the spell's level.
Any who fail this check can only stand and stare while you initiate the ability. This cancels any readied actions they may have had and prevents them from declaring any actions on their turn if their turn occurs while you are still activating the ability. They may take free actions during their turn to attempt to identify the ability you are activating, or to discuss the power you are about to unleash.
Any who fail this check by a margin greater than their total will save bonus vs. fear effects is treated as stunned and is incapable of doing anything more than babbling incoherently while staring like a deer in headlights. They are treated as flat-footed until after the completion of your action.
Special: This feat may be taken multiple times, each time you must select a new category of abilities to apply it to.
Vaalingrade Ashland

08-23-03, 12:21 AM
:D
ph34r this one:

Secret Strike: Shooting Star Cleaver Smash
School: Divination
Level: sorc/Wiz 9
Components: V, S, MF
Casting Time: One Standard Action
Range: Personal
Duration: 1 round
Saving Throw: Fort negates
Spell Resist:no

You suddenly gain an acute knowledge of dragon anatomy. You know where to hit a dragon to kill them instantly.
Make a melee attack roll. If you hit, the dragon must make a Fort save or die.

Focus: a kitchen knife, with which you must make the melee attack (treat as a -1 dagger)
Unholydragoon

08-23-03, 04:07 PM
Someone knows aboot Luna Inverse, I see. :P Good deal though. I'll add it to the list. :D However, the spell is underpowered for the level it is gained at how aboot this for the description:

Description: this spell enables the caster to defeat even a mighty dragon using as little as a kitchen knife. For 1 round per level, the caster gains DR 15/- against attacks by the target dragon, Energy Resistance 25 to the dragon's breath weapon, and a +10 to hit the dragon with melee attacks. Each successful attack is treated as an automatic critical hit, and deals an additional point of damage per caster level (max of +20) on each successfull hit (this is not multiplied into the critical damage).

This spell lasts for 1 round per level.
------

How's that look? ;)
Vaalingrade Ashland

08-24-03, 12:11 AM
Looks good. I was going for suicidally stupid as a theme though ^_^
january_samurai

08-24-03, 07:48 PM
How would all ya'all handle defensive spells like the standard protection barrier in many anime/video games. A spell that generates a sphere of protection that cancels out a certain amount of power.

Protection Barrier
School: Abjuration
Level: Protection, Magic 3, Sor/ Wiz 3
Components: V, S
Casting Time: Standard Action
Range: Medium (100ft. +10ft./level)
Effect: 10 sphere +5ft./5 level up to 30ft.
Duration: Concentration up to 1 round/level
Saving Throw: None
Spell Resistance: No

This usefull spell calls up a barrier of magic protection. It protects all within its sphere from 1d6/level (up to 10d6) of energy or force damage from spells or spell like abilities or effects. Once the barrier takes its total damage it is effectively dispelled, leaving all within vulnerable to any lasting or new magical attacks. A protection barrier is often used as a counter spell when a caster cannot cancel a foe's spell and can be very effective if multiple casters cast it in layers.
Vaalingrade Ashland

08-24-03, 09:37 PM
Fear the Air Void in the Right Hand!

Kazaana
School: ? (don't have the book on me)
Level: sorc/Wiz 9, Clr 9, Shaman 9
Components: S
Casting Time: Standard Action
Range: Medium (100ft. +10ft./level)
Effect: 50ft cone
Duration: 1 round + Con mod (Concentration)
Saving Throw: Fort negate see text
Spell Resistance: No

You open a gateway into the viod in your palm. All creatures in the area of effect must make a Fort save each round to avoid being dragged in Void and lost forever. Creatures being dragged into the Void automatically get an attack of oppurtunity on the caster.
Grabbing onto an object that is suffeciently anchored grants a +5 circumstancial bonus to the Fort save to aviod being drawn into the Void.
Unholydragoon

08-25-03, 09:24 PM
Both nice spells! :cool: I'llbe adding a new one a little bit later today. ^_^
Unholydragoon

08-25-03, 11:55 PM
And here we go. Inspired by the game Kingdom Hearts, here is my version of Aero!!

Guarding Breeze(Aero)
School: Abjuration
Level: Sor/Wiz 2, Druid 2
Components: V, S
Casting Time: 1 action
Range: touch
Area: 5' wide cylinder around creature touched
Duration: 2 rounds per level
Saving Throw: none
Spell Resistance: Yes

Description: This spell creates a whirling shield of air around the designated target. The target gains a +2 deflection bonus to AC and gains Damage Reduction 3/Cold Iron; additionally, all gas based attacks and spells are less effective. The target of the spell receives only half of the effect of fog and cloud based attacks/spells. The breeze does no damage to anyone coming into contact with it. The cylinder moves with the target and does not impede him in any way.
SailorNash

08-26-03, 12:24 AM
Greatest. Thread. Ever.


Can't think of anything else to say. Slayers r0x0rs my b0x0rs (points to sig), and I'm loving these spells! Amazingly fantabulistic work, Dragoon! :D
Unholydragoon

08-26-03, 01:23 AM
http://www.geocities.com/kalatash/victory.txt

Thanks a bunch SailorNash!!! :D Feel free to make requests and/or contribute to the thread! :cool:
SailorNash

08-26-03, 02:29 AM
Not much I can suggest? You've already tackled Slayers, as well as the Shojo Mallet and other generic Anime gimmicks. :D

About the only famous spell-like thing I haven't seen anyone tackle is the Sailor Senshi attacks? Hmmm..I might start on that tomorrow if no one else wants to give it a shot. Pretty generic elemental attacks, but maybe I can think of something cool to differentiate them from the normal D&D spells...
Unholydragoon

08-26-03, 02:25 PM
Well I have the Sailor Moon rpg ROM kicking around, so I'll see if I can come up with anything. ;)
eagleye

08-26-03, 02:40 PM
hm 6 pages of anime spells and no dragonball kameha? :/
Unholydragoon

08-26-03, 02:44 PM
Check page 3. ;) It's by Armoured Priest. or, check the first post for the master lis. :cool:

It's Kamehame Wave, IIRC
Armoured Priest

08-26-03, 02:45 PM
to Eagleeye

Its near the bottom of the 3rd page.
"Kahmehameha Wave"

Edit: Unholy D beat me to it.
SailorNash

08-26-03, 03:01 PM
Originally posted by Unholydragoon
Well I have the Sailor Moon rpg ROM kicking around, so I'll see if I can come up with anything. ;)

Man, that was a fun game. :)

But besides that, the only problem with the RPG attacks are that most are just damage spells. I can see several of the attacks having other uses (such as Shabon Spray...more of a concealment creating fog spell rather than an actual attack spell)
Unholydragoon

08-26-03, 03:06 PM
Originally posted by Armoured Priest
Edit: Unholy D beat me to it. It is my thread, ye know. ;) :P

Sailor Nash - that is arguably an obscuring mist effect (using 3e spells). ;) But I will come up with something spiffy. :)
Unholydragoon

08-28-03, 02:21 AM
Bio
School: Transmutation
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per level)
Area: 20 foot radius spread
Duration: Insant and see below
Saving Throw: Fortitude Partial
Spell Resistance: No

Description: This spell releases a powerful blast of poisonous liquid that infects and consumes its targets. The spell deals 1d6 points of poison damage per level (max of 10d6) to everyone in the area. Additionally, each target is takes an additional point of damage each round for 1d4 rounds per level (max of 10d4). A successful Fortitude save halves the initial damage and negates the additional rounds of damage.
-----

There's a new one, straight from Final Fantasy. :)
Cloud Strife

08-28-03, 06:28 AM
You should add a spell that mimicks the greatest limit breaks of Cloud and Squall...

Something in line with:

Omnislash
School: Transmutation
Level: Sor/Wiz 9
Components: V, S, MC
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per level)
Target: 1 Humanoid Ally
Duration: 1 round
Saving Throw: Will (Harmless)
Spell Resistance: No

Description: One ally of your choice within the limits of this spell goes into a frenzy attacking all opponents in sight with a fury never seen before. The target off this spell gains a +20 to his BaB, increasing his number of attacks as appropriate, but as a side effect, the target can have more than 4 attacks thanks to BaB. All these attacks are treated as automatic hits, and all are critical threats (roll confirmation rolls for all attacks). The target must attack any hostile creatures, but can choose freely who he attacks. He may move his full speed and he can choose to divide it in to several moves and still get all his attacks. In effect he can move then attack 2 times, then move the rest of his speed and use the rest of his attacks. He may divide his movement into as many 5 foot steps as he like, so as to have full mobility in the battlefield without provoking AoO's. If no hostile creatures are within range of the subject, he will move as close as possible to a hostile creature of chioce, before the spell ends.

Material Component: A magic longsword (atleast +3 enhancement bonus) made of Platinum and a Dragon's Claw (atleast from an Adult or older dragon, only one claw can be used from one dragon, so you can't get 20 claws by killing just one). Both components will be consumed by the casting.

If the spell is beeing cast upon a target who uses a Longsword with an enhancment of atleast +3, you can ignore the Sword in the material components, however the Dragon Claw is still required and consumed for the casting to succeed.


Feel free to copy it and re-type the description as I am not very good at formulating sentences in English.
Cloud Strife

08-28-03, 06:38 AM
Here's one inspired by Tonberry. (HATE them!!!)

Chef's Knife
School: Conjuration
Level: Sor/Wiz 5
Components: V, S, MC
Casting Time: 1 standard action
Range: Personal
Duration: See Text
Saving Throw: Fortitude Partial
Spell Resistance: No

Description: This spells summons a Kitchen knife in the hands of the caster. This knife looks just like a normal knife, but is magically infuse to slay it's target. When a person casts this spell, a knife appears in their hand. When you attack someone with the knife, you make a melee touch attack, and if it hits, the target is forced to make a fortitude save or die. This is not treated as a death attack when determening if the subject can be raised or not. If the fortitude save is succesful, the target insted recieves damage as if it was hit by a dagger, using the casters strength score for damage. The knife loses it's magic properties on a successful hit, but the effect remains if the wielder misses it's target. Once the charge has been used, the knife remains as a normal dagger.

Material Component: Any type of knife (including daggers and eating knives).
Cloud Strife

08-28-03, 06:41 AM
The reason I used level 4 for the knife, is that I compared it to Phantasmal Killer. This spell requires a melee touch attack, wich IMO weighs up for one save instead of two.
Cloud Strife

08-28-03, 07:33 AM
Odin
School: Conjuration
Level: Sor/Wiz 9, Cler 9, Drd 9
Components: V, S, MC
Casting Time: 1 standard action
Range: Long (400 ft. +40ft./level)
Area: 30 foot radius spread
Duration: Insant
Saving Throw: Reflex partial
Spell Resistance: No

Description: By casting this spell, the caster calls upon the mighty Odin to smite his enemies. Creatures caught in the area must make a reflex save or be cleaved in twain by Odins mighty sword. Those failing their Reflex save, dies as they are split apart on the middle. Those succeeding their reflex save recieve 8d8 crushing damage from beeing trampled by Odins horse.

Material Component: A flask of holy water mixed with diamond dust from a diamond of atleast 5000 gold value.
Unholydragoon

08-28-03, 11:14 AM
Originally posted by Cloud Strife
The reason I used level 4 for the knife, is that I compared it to Phantasmal Killer. This spell requires a melee touch attack, wich IMO weighs up for one save instead of two. Slay living is a melee touch attack that is a single save save or die spell. It belongs at level 5 (earliest level for save or die effects that are non-illusion).

Climhazard.....are ye sure ye shouldn't be renaming it to OmniSlash? And for that sort of effect, I'd say it should do he following:

"Grants a +5 to hit, and the target makes a number of attacks equal to 1/2 the casters level (max of 15) randomly to targets in a 20 foot radius around the target of this spell."

The way ye have it written, is qualifies as an epic version of Tenser's Transformation.

Odin - Too many saves. More importantly, this should be a death effect. Fort save for partial. try this rewording:

"All targets in the area of effect must succeed at a fortitude save or be slain by his sword. All those not slain by his sword are struck by his spear (the gungnir) that deals 8d8 + 1/level (max +30) damage to targets."

As is, it is really sorta sucky for any level of death effect with the shear amount of saves required. ;)
R.M.G.C.L.F.

08-28-03, 11:19 AM
Shouldn't the Demona Crystal material component specify the value of the blue quartz? Otherwise you should say "a shard of blue quartz" because any reasonably sized peice of blue quartz is worth something.
Unholydragoon

08-28-03, 11:28 AM
Good point, glowing fingered one. :P I'll go and fix that now.
Cloud Strife

08-28-03, 11:40 AM
Fixed the Odin spell, but I'd like to keep the Omnislash as it is, 'cause it's supposed to be like a finishing move on the BBEG (and his minions). If you look at the material components, I have made it easy for DM's to control how often the spell can be cast.

Also, the reason I had so many saves was because of the high damage even if you succeeded most of them.

Also I fixed the level of Chef's Knife to 5.

Thanks for all the help Unholydragoon :)
Unholydragoon

08-28-03, 12:48 PM
The problem is that ye are violating the rules of the system. with just BAB, ye cannot ever make more than 4 attacks in a round. That is why it's more than a little messed up. Ye would grant, for a wizard, and BAB of +30/+25/+20/+15. Which is why I used a modified whirlwhind attack schematic for the spell. ;)
january_samurai

08-28-03, 04:07 PM
Special Beam Cannon
School: Evocation [Force]
Level: 6
Components: V, S
Casting Time: 1 Round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray and Line
Duration: Instantaneous
Saving Throw: No and Relfex half
Spell Resistance: Yes

The Special Beam Cannon is powered by concentrating the power of one's whole being into the center of you mind. You then direct it by pointing at an unlucky target and succeeding a ranged touch attack. The beam deals 1d6 per caster level up to 15d6. This piercing ray effect naturally threats on a roll of 18-20 and if it deals enough to drop the target the beam continues on its directed path as a line hitting any target in the way unless the succeed a reflex save for half damage. The line continues out to the full range of the spell.


Destructo Disk
School: Evocation [Force]
Level: 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 + 5 ft./2 levels)
Effect: 1 or more disks
Duration: Intantaneous
Saving Throw: No
Spell Resistance: Yes

The Destructo Disk creates a whirling disk of energy sharper than any normal blade. The caster creates 1 disk for every 4 caster levels (maximum 4 disks). Each disk must succeed a ranged attack roll and deals 1d12+1 point per caster level (maximum +15). These disks have a natural threat range of 18-20 and do x4 damage on a critical. Each disk can be directed to a single opponent or multiple opponents as the caster see fit, but all disks must be aimed at targets within 30 feet of each other and fired simultaneously.


Unholy, ya didn't credit me for Protection Barrier.
Unholydragoon

08-28-03, 09:46 PM
D'oh. :blush: Sorry,I thought VA did it. My bad. Fixed, and new spells added. :)
Armoured Priest

08-28-03, 10:32 PM
Two Video Game classics.

Home (Ryuka)
School: Conjuration
Level: Sor/Wiz 4
Component: V, S, MF
Casting Time: One Full-round
Range: Self and creatures touching up to six total
Duration: Instantanious
Saving Throw: Will negates (harmless)
Spell Resist: yes

Description: The spell teleports the caster and a small group of people (max 6 including the caster) to the last town or city they visited. This living center must be at least Thorp as defined by the DMG pg 137. Also, the caster must be open to, and able to see the sky in order to cast this spell. If used inside a structure or underground the spell fails. The spell sends you only to the last place you visited, even if there are places closer, or towns that would be more preferable to go to. The spell teleports the group to right outside the town on to the main trail or road that leads to the target town.

Material Focus:A feather from an avian

Outside (Hinas)
School: Conjuration
Level: sor/wiz 4
Component: V, S, MF
Casting Time: One Full Round
Range: Self and up to five additional people touching caster
Duration: Instantanious
Saving Throw: Will negates (harmless)
Spell Resistence: yes

Description: This spell teleports you, and a small group (including the caster up to 6 max) outside of any structure or underground caves or caverns. The spell deposits the group at the entrance that was utilized by the party, unless they were brought in by unconventional means (example: teleported in). If this is the case, then the group is sent to the closest entrance to wherever the group is, even if there are more convienent areas for the group to be teleported to. "Outside" is defined as fully exposed to weather, sunlight/moonlight, and air without it having to pass through any portals (i.e. windows).

Material Focus: a small wooden flute or whistle that is blown into during the casting.

The first name is the Dragon Warrior/Quest name. The Second is the Phantasy Star name for the same spell.
Unholydragoon

08-28-03, 11:44 PM
Outside is also known as Warp or Exit in the Final Fantasy series. ;) I would add a penalty for game balance purposes to both of these spells, as well as increasing the casting time to 1 minute. For a penalty, I'd say that the spells leave the targets Dazed for 1 round per 10 miles travelled and 1 round per 100 feet travled. IMO, of course. :)

Added. :D
january_samurai

08-29-03, 02:29 PM
Bad Pun
School: Enchantment [Language-Dependent, Mind Affecting]
Level: Bard 1 Sorc/Wiz 1
Components: V
Casting Time: One Standard Action
Range: 25 ft. spread centered on you
Duration: Instantaneous
Saving Throw: Will negates
Spell Resist: Yes

A bardic favorite, casting this spell only involves telling the most innappropriate pun. All (allies and enemies) who can clearly hear and understand the caster (who is immune to his/her own pun) in the area of effect are so stupified and flabbergasted that they fall prone (usually with their legs in the air, stiff and twitching). A successful will save negates the effect, also any condition preventing movement (like a Hold or Web Spell) also prevents the effect of this spell. This spell doesn't have any effect on unconsious creatures, constructs, undead, or any other non-intellegent creature.
Unholydragoon

08-29-03, 02:52 PM
very, very nice. Added!
Vaalingrade Ashland

08-29-03, 10:05 PM
Sweat Drop Club
School: Conjuration
Level: Sorc/Wiz 2
Components: S
Casting Time: One Action
Range: melee attack
Duration: 1 round
Saving Throw: None
Spell Resist: None

In responce to an ally's blatant stupidity, you for a weapon from the resulting sweat drop in order to club the source of the idiocy.
This weapon deals 1d4 subdual damage , though it only does damage to the character who triggered it.
Vaalingrade Ashland

08-29-03, 10:16 PM
Super Deform (Chibify)
School: Transmutation
Level: Sor/Wiz 4
Components: V,S,M
Casting Time: 1 action
Range: Touch
Duration: 1 round/level
Saving Throw: Fort negates (see text)
Spell Resist: Yes

You cause the target to become a small, super cute version of themself. They get +4 CHR and +2 to climb, tumble and perform.
They also recieve a -4 to STR and are now one size catergory smaller (all gear resizes to fit the chibi form)
Chibified characters con only do subdual damage (even with spells) and cannot be reduced to less than 0 HP.
Unholydragoon

08-30-03, 03:22 AM
Well, change Sweat Drop Club to 1 round and have it deal 1d4 subdual damage as a melee attack and this is a 0th level spell effect. ;)

For Chibify, I'd argue that it is a 4th level spell, as it does no change subtypes or any of that jazz. :) Both added.
january_samurai

08-30-03, 02:01 PM
Kaioken
School: Transmutation
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

The Kaioken technique increases your martial arts skill and energy channelling ability exponentially. For 1/round per caster level you gain +2 to all ability scores and your speed (all types) increase by 5ft./2 levels. You also gain the Imroved Unarmed Strike feat for the duration of the spell and your ability to make a flurry of blows, unarmed damage, and AC are treated as if your levels in monk were five levels higher. If you do not have levels in monk then your abilities are treated as a 5th level monk. You are also treated as a stable creature one size larger in regards to grapples, bull rushes, trips, and your unarmed damage (though your actual size, height and weight does not change).
One can increase the strength of the Kaioken, by shortening the length. As a standard action after the spell is cast, the caster can increase the bonus to all ability scores by an additional +2.



Wadda you think? Too good/bad? Does it capture the essence of Goku's Kaioken? Compare to Tenser's Transformation. Thanks for the input.
Vaalingrade Ashland

08-31-03, 11:13 PM
Fixed Chibify. I wanted to add cumpulsion to wave thier arms in the air like idiots. Next time prehaps.
R.M.G.C.L.F.

08-31-03, 11:51 PM
I hate to be a pain, but chibify wouldn't increase their charisma just for making them look cuter, it would have to alter there personality and possibly even souls. I would reccomend instead giving them a bonus to a bunch of charisma skills.
Vaalingrade Ashland

09-01-03, 12:04 AM
I'd say that SD characters have less social skills, but noone cares because they're cute. Sometimes CHR is appereance (yes, this is a drastic leap from my position on CHR)
Vaalingrade Ashland

09-03-03, 04:35 PM
What's this aboot? This thread canna die!
Unholydragoon

09-04-03, 01:02 AM
Gomen for letting this thread slip a bit. I'll be adding a new spell on the morrow. Kinda got caught up in the spell contest. Iffin ye haven't entered, vote for Explosion Array when the voting open up! :cool:
Vaalingrade Ashland

09-08-03, 11:23 PM
Videogame spells are fair game eh? Time to add some Arc the Lad
Unholydragoon

09-13-03, 04:10 PM
Agreed. Just let me get back into the creative mode. ;)
The Icy Krakal, Asmodeus Liege

09-13-03, 04:53 PM
Originally posted by Unholydragoon
he used a Subdual Substituted, Maximized, Empowered Shocking Grasp! :88E:

Even so, here's Mono Volt:

Mono Volt
Evocation [Electricity]
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 round
Saving Throw: Fortitude negates
Spell Resistance: Yes
Power of electricity, to me! MONO VOLT!

Description: This spell requires a successful touch attack. A jolt of electricity deals 1 point of electricity damage to the target. If this damage is not negated by electricity resistance, immunit, or similar abilities, the target must make a Fortitude save or lose one move-equivalent action on its next turn.
Arilou_skiff

09-13-03, 06:18 PM
Earth Decapitation
School: Transmutation [Earth]
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Saving Throw: Reflex negates
Target: Creature Touched
Spell Resistance: Yes
Duration: Instant
This spell is actually a lot less violent than it sounds, it enables the caster to bury an enemy in the ground up to his neck. Once the victim has been trapped in this way he cannot move and is considered helpless. Breaking free of the Earth Decapitation is no easy task, it can be done by making a strength check (DC: 30, but for each failed check the DC is reduced by one, creatures can aid the victim as per the rules in the PHB, only one check can be made per turn).
Unholydragoon

09-13-03, 11:08 PM
The Icy Krakal, Asmodeus Liege - Not exactly sure I agree with it, but it is a good take on the spell nevertheless. Personally, I'd bump it up to 1d8 + 1/level (max of +10) and make it a 1st level spell. But that's just me.

Arilou_skiff - what category should I put that under? Generic anime or "other"?
JeffLionheart

09-25-03, 08:22 PM
Excellent work. I'll be sure to use these...

Hmm, if video games are fair game... I admit to having one silly idea on the old "look out behind you!" trick.
Kupokpok

09-25-03, 08:39 PM
Quick question about the earth decapitation: Are creatures with the earth subtype (3.0e, most-like) or a burrow speed immune to the spell?
Unholydragoon

09-26-03, 12:53 AM
Probably not immune, bit would be only held for a single round.
Vaalingrade Ashland

09-26-03, 01:29 AM
Healing rain
School: Necromancy [Healing] (ya, I know -- humor me)
Level: Cleric 9 Healing 9
Components: V, S
Casting Time: 1 round
Range: 30 ft radius
Saving Throw: Fort Negates (harmless)
Target: allies in a 30ft radius
Spell Resistance: Yes
Duration: Instant

Allies heal up to 50% of their total (not current) hp. This spell does not recover temporary hp, or grant hp above the targets' total hp.

Verbal Componet:
May you be overjoyed, 'tis the blessed rain -- healing rain"

I *bloody, oozing human heart* Arc the Lad :D
Skyrocket

10-02-03, 03:43 AM
Man, there`s some great stuff here. Any chance we could get some stuff from Sakura Wars in here. Some of those special attacks would be great spells.

Hey, UD! I`d been wondering where you`d been. Nice to see you haven`t fallen off the face of the Earth.
Vaalingrade Ashland

10-02-03, 11:10 AM
I've never seen Sakura Wars. Prehaps someone else has.
Unholydragoon

10-02-03, 12:28 PM
Ark the Lad rocks the Kazbah! And, as soon as I feel inspired, I'll hop on over to the FFCS.
Vaalingrade Ashland

10-13-03, 02:55 PM
Another from Inu Yasha (just saw the really kawaii one with Shippo and Soutin ^_^ )

Shippo's Spinning Top
School: Conjuration
Level: Wiz/Sor 3, Shaman 3, Trickery 2
Components: S, M
Casting Time: action
Range: short
Saving Throw: none
Spell Resistance: no
Duration: 1 round/ level

You bring into being a huge spinning top which you command. The top moves as you will it at a fly speed of 20(poor) out to range. When the Top contacts a creature or object, it deals 1d4 subdual damage/ caster level. A creature engaged with the top can escape it by moving away farther than the top can reach in a round.

Material components: a leaf and a toy top.
Dark Lancer

10-13-03, 05:15 PM
Niftyness. I regret to inform ye that I cannot add it to the first post, but that's the bones when dealing with non-impartial mods.
Vaalingrade Ashland

10-13-03, 05:20 PM
Gotcha (better delete that JIC though) I'll catalogue them from now on.
Vaalingrade Ashland

10-31-03, 02:35 PM
I'm in the process of archiving my own spells to the Ledgermain forums. Does anyone want me to save thiers too?
Dark Lancer

11-26-03, 02:59 AM
I actually have most of mine saved already. But I'll bump this thread on up a bit for ease of reference
Armoured Priest

11-26-03, 03:39 AM
Feel free to save mine Vaal.
Vaalingrade Ashland

11-26-03, 09:59 PM
I'm begining the transition now.

you can find them again at My Spells Forum (http://pub22.ezboard.com/fledgermaincomicsforumfrm21.showMessage? topicID=5.topic) with is within the Ledgermain forums.
Dark Lancer

12-20-03, 04:01 PM
Good deal. I'll prolly join up at that forum in a bit, add a few more I have come up with lately. ^_^
Stoned Golem

12-20-03, 11:33 PM
Here are some spells based off the Read or Die OVAs. I've tried to keep the flavor and balance at the same time, although I'm sure I've failed in at least one area on some of the spells. Enjoy!

Paper Sword
School: Transmutation
Level: Sor/Wiz 2
Components: V,S,M
Casting Time: 1 standard action
Effect: 1 paper sword
Duration: 1 min/level

Description: This spell creates a sword out of paper that the caster can wield. The sword can be created to either resemble a short sword (light, 1d6 for medium caster, 19-20/x2) or a longsword (one-handed, 1d8 for medium caster, 19-20/x2) and cannot be changed once chosen. Regardless of the form, the caster is treated as proficient with the sword and can apply any applicible weapon focus or specialization feats to it. When created, the sword can deal bludgeoning, piercing, or slashing damage, and the type of damage it deals can be changed as a move action.

The sword has hardness 10 and 10 hit points for purposes of sundering, but cannot be disarmed. It is nonmagical, but it counts as a weapon for the Magic Weapon and Greater Magic Weapon spells. Only the caster can wield the blade, and the spell ends if she tries to give it to anyone else.

Material Component: Ten sheets of paper.


Paper Bind
School: Transmutation
Level: Sor/Wiz 3
Components: V,S,M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 or more creatures of Large size or smaller
Duration: 1 round/level
Saving Throw: Reflex negates
Spell Resistance: No

Description: This spell launches one sheet of paper per five caster levels (maximum 4) at one or more targets. Multiple sheets can be directed at the same target or different ones within range, each one requiring a seperate save. Depending on what area of the body is targeted it can cause different effects.

Head: Covers the target's mouth, preventing the target from speaking or using breath weapons. This makes casting spells with verbal components or using command word activated items impossible as well. Creatures without mouths are not meaningfully affected.

Hand: Prevents the target from performing delicate actions with the hand. This would prevent the target from casting spells with a somatic component, drawing a weapon or item, using skills such as Sleight of Hand and Open Lock, or unstopping and drinking a potion with that hand. It would not prevent a target from using a wand or attacking with a natural attack or weapon already held in the hand however. Note that as long as a creature has at least one free hand it can still cast spells with somatic components and perform most skills. Creatures without hands are not meaningfully affected.

Legs (requires two sheets): Binds the target's legs together, reducing its land speed by half and imposing a -10 penalty to Balance checks. Creatures with more than one pair of legs are only reduced to 75% land speed and -5 on Balance checks. Creatures without legs are not meaningfully affected.

A piece of paper has AC 10 and can be removed by dealing it 8 points of slashing or fire damage or broken by a DC 20 Strength check, which ends its effect. Each additional sheet of paper applied to the same area on a single target adds an additional 8 hit points or +3 to the break DC.

Material Component: One to four pieces of paper.


Paper Sphere
School: Abjuration
Level: Sor/Wiz 4
Components: V,S,M
Casting Time: 1 free action
Effect: 5-foot radius sphere
Duration: see text

Description: This spell creates a protective sphere of paper that can shield the caster from attack. The sphere is an object with a hardness of 8 + 1 point/two caster levels (maximum 18) and 50 hitpoints. Attackers can automatically hit the sphere, and if its hitpoints drop to zero it is immediately destroyed. The sphere provides total cover to the caster, although it does not protect against targeted spells, which can affect the caster by being targeted at the sphere.

You can cast this spell with an instant utterance, quickly enough to respond to an enemy attack. Casting the spell is a free action, like casting a quickened spell, and it counts toward the normal limit of one quickened spell per round. You may even cast this spell when it isn’t your turn. If the sphere is broken by an object or creature it fails. The sphere comes into existence instantly and dissipates at the end of the caster's next turn. While within the sphere the caster can take no actions.

Material Component: One hundred sheets of paper.


Paper Shield
School: Abjuration
Level: Sor/Wiz 4
Components: V,S,M
Casting Time: 1 standard action
Effect: 1 paper shield
Duration: 1 min/level

Description: This spell magically alters several sheets of paper, turning them into an effective shield. The shield grants a +2 shield bonus to AC +1/2 caster levels, to a maximum of +10 at 16th level. The shield has no armor check penalty or spell failure, although it still requires a hand to use. It can be targeted for sundering normally and has hardness 20 and 50 hitpoints. Fire damage to the shield ignores its hardness. Only the caster can use the shield in this way, to any other creature it remains only ordinary paper. If the caster ever releases his grip on the shield the spell ends and the pieces of paper blow away.

Material Component: Five sheets of paper.


Paper Slash
School: Conjuration (creation)
Level: Sor/Wiz 5
Components: V,S,M
Casting Time: 1 standard action
Range: 60-foot cone or Close (25 ft. + 5 ft./2 levels)
Target: Area or Creature
Duration: Instantaneous
Saving Throw: Reflex half or None
Spell Resistance: No

Description: This spell launches a storm of razor-sharp paper at enemies. It can be used in one of two ways. The first is as a 60-foot long cone that deals 10d6 slashing damage to all creatures in the area, reflex save for half. The paper can penetrate DR/magic or DR/slashing but not other types of DR. The second alternative is to target the paper at a single creature within Close range, who does not receive a save.

Material Component: Twenty sheets of paper.


Paper Dart
School: Conjuration (creation)
Level: Sor/Wiz 7
Components: V,S,M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One paper dart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Description: This spell turns a sheet of paper into a deadly missile that you can throw at a target as a ranged touch attack. If it hits it deals 1d6 piercing damage per caster level (maximum 20d6). The paper can penetrate DR/magic and DR/piercing but not other types of DR.

Material Component: One piece of paper.
Dark Lancer

12-21-03, 01:55 AM
Nifty. I'll look them over more later. welcome to the anim insipred spell club!!!
Arilou_skiff

12-22-03, 08:01 AM
Desert Coffin
School: Transmutation [Earth]
Level: Sor/Wiz 7
Components: V,S,M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Single creature
Duration: 1 round level/see below
Saving Throw: Reflex negates
Spell Resistance: No
By using a large amount of sand (at least 5 lbs., the material component) the caster is able to engulf and, if he chooses to, crush an enemy. First the sand forms into a "hand" that seeks to grab an opponent, the target may now make a reflex save to attempt to avid becoming trapped, if that fails he is engulfed in sand and unable to move at all. This acts as hold person, but because the sand affords him some protection any attempt at striking the held creature most overcome damage reduction 3/-
The caster may hold a creature for the listed duration or he may instead choose to use the sand to crush him, if so the creature will suffer 1d6 points of crushing damage per caster level, to maximum amount of 20d6.
Edelritter

12-22-03, 10:38 AM
Unholydragoon:

I loved the Shadow Snap spell- I'm re-writing bits and pieces of it to present it as a researched spell in an upcoming low-level campaign. It has its problems, however...

- Under its current write-up, it can snare the Tarrasque.
- Which would have no way to free itself.
- The immobilizing effect should also make the target flat-footed.
- The fact that it immobilizes and flat-foots the target with no saving throw involved is a lot for a 1st-level spell.


My suggestions:

- Category size limit: targets greater than Large in size are not affected.
- Allow SR.
- Bump it up to a 2nd-level spell.
- Give it a maximum duration (something like 5 rounds).
- Let a target break free as a free action if it can pass a very high (DC 25) Strength check.
- Include removing the dagger as a way to negate the spell. Of course, the target himself would be unable to do so.

I dearly love Slayers- but Slayers spell hierarchy is set differently from D&D's: Because D&D is a roleplaying game, effects that sound relatively simple to execute and require little finesse, but are insanely powerful, are high-level spells. If it wasn't that way, then wizards and sorcerers would dominate every other class (not that I see an inherent problem with that- you're wielding a sword, I'm re-shaping the fabric of reality... well. Maybe I should give an all-mage campaign with stronger spells a try).
Your Shadow Snap is a faithful recreation of the Slayers spell, but- and I've seen how balanced and implementable your adapted spells are, which is a blessing (I have no use for a bunch of high-level spells that are religiously faithful to the series)- even so, it's a bit too much, I think.

Cheers.
Vaalingrade Ashland

12-22-03, 12:19 PM
Originally posted by Edelritter
you're wielding a sword, I'm re-shaping the fabric of reality...

I actually said that to a fighter in my party. She replied that at least her sword didn't go away after she swings it a couple of times. :D
magnus1114

03-08-04, 01:50 PM
Ok, I read that people wanted to do the senshi's spells, so i'm giving a brief rundown of how they work


1: they draw elemental MANA from their respective planets, thing magic the gathering.

2: their spells usually require a bit of charge up time, but this is negligable

3: as per any anime, the louder you say the spell, the stronger it is, this also works with focusing emotions into the spell.

4: new spells can be improvised on the fly by changing words, IE: Shabon Spray 'Freezing' this spell changes component by the discription changing, another one is the Fire Soul 'Bird'

the transformation sequence works a little like this
as a full round action
1: an activation phrase is used (not always necassary)
2: the user draws the mana of their source to their focus
3: the user focuses the mana though their body, activating the 'powersuite' template
4: the template appears on the user's body, replacing whatever clothes they had before (There is also a restoration of energy, like an instant makeover) the basic attacks are built into the template and can be activated as any attack

when the sequence is complete, the character strikes a pose and recites a line


feel free to modify thsi, or flame me as this is my first post. but I have done a lot of research on this.

Magnus1114
Quenditar

04-22-04, 09:58 PM
Here's a spell from Dragon Quest 6:

Madante
School: Evocation
Level: Sor/Wiz 9
Components: V,S
Casting Time: 1 standard action
Range: Long
Area: 40' radius
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Description: This spell uses all of the caster's magical energy to produce a terrific explosion. All prepared spells (for a wizard) or unused spell slots (for a sorcerer) are converted into arcane force that deals 1d6 damage per five spell levels consumed (a cantrip counts as 1/2 spell level) with no limit.
Joni-san

12-02-05, 03:11 PM
:bump: