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| StruckingFuggle03-01-07, 02:08 PM | So. I've got a few spell ideas, and I'd like to know how balanced they are, both conceptually and in terms of how they're currently statted. First, one that's an attempt to adapt Firefinger from On The Origin of the PCs, and then one that's inspired by the other spell V made, whatever it was called (OotStick Stuff) Flickerfinger Evocation/Conjuration (Fire) Level: Sor/Wiz 0 Components: V, S Casting Time: 1 Standard Action Range: Personal Target: Caster Duration: 10 minutes / level Saving Throw: No Spell Resistance: No With a snap of your fingers the powder is consumed and a small flame alights harmlessly on the tip of your index finger. While Flickerfinger is in effect, a small, mundane flame dances just above either the tip of one of your fingers or the palm of your hand. You may move it between fingers or to the palm of your hand by pressing the old and new location together. This flame may be used to set objects alight, as if you were wielding a torch, but can only be used to attack as an improvised unarmed strike. As a side effect, your hand to the wrist becomes immune to nonmagical fire. You may surpress or resume the flame during its duration as a free action. Bwang Evocation (Fire/Sonic) Level: Sor/Wiz 4...? Components: V, S, M Casting Time: 1 Standard Action Range: Long (400' + 40' per caster level) Area: 20 foot radius spread Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes A tiny comet of wooshing, rumbling flame rockets from your hand and screeches towards its target before exploding with a loud BWANG (like a deep bass strum) and a wave of heat and pressure. Developed based on the fireball spell with the intent of destroying things, Bwang deals [1d4 fire and 1d4 sonic] damage per caster level. Unattended objects also take this damage, as well as additional damage equal to two thirds your caster level. You point your finger and determine the range (distance and height) at which the bwang is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fire and sonic ball at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely. Bwang sets fire to combustibles and damages objects in the area of its explosion. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the damage may continue beyond the barrier if the area permits (along with extra damage in THAT radius equal to 1d4 per three points of hardness of the destroyed material); otherwise it stops at the barrier just as any other spell effect does. Material Components: a tiny ball of bat guano, sulfur, and saltpeter. Both the previous spells are based on ideas put forth by Rich Burlew in his OotStick collection 'Origin of the PCs'. And then, someone in one of my games wanted a shotgun wand, so I concieved this spell: Scatterforce Evocation (Force) Level: Sor/Wiz ??? Components: V, S Casting Time: 1 Standard Action Area: A 15' Cone and 30' cone, both overlapping Duration: Instantaneous Saving Throw: Partial (see text). Spell Resistance: Yes A torrent of tiny magical missiles explode from your fingertips upon the completion of this spell. Both cones use the same attack roll (made with a bonus to your attack roll equal to your caster level - 5), and ignore cover and concealment bonuses to AC. Both cones deal 1d6 per two caster levels of force damage. A creature stuck by both cones must make a reflex save (with a +2 bonus per size category above medium) or be moved backwards 5' and fall prone. Unlike traditional force spells, Scatterforce deals half damage to objects in the area of its effect. The Monk / Duelist / What Have You Killer: Crippling Weights Necromancy / Conjuration Level: Sor/Wiz ??, Cleric ?? Components: V, S, M Casting Time: 1 Standard Action Range: Medium (100' + 10' / caster level) Target: One creature. Duration: 1 round / level Saving Throw: Will Partial (see text) Spell Resistance: NoAs you complete the spell, snapping the chains around your wrist and clenching your fist at the target, they slow and stumble, near-invsible tendrils of chains made from force and negative energy entangling the target, weighing them down A creature effected by Crippling Weights is considered to be both carrying a heavy load and wearing half-plate, slowing them to 2/3 speed, and stripping them of any bonuses that require either a light load, no load, medium load, or to be unarmored, as well as giving them a -7 to any checks subject to armor check penalty. A creature who saves against Crippling Weights is instead considered to be carrying a medium load in chainmail (armored, encumbered, and taking a -5 to all checks subject to ACP). Material component: a foot of treated adamantine or mithril chain worth at least 250gp. Note: I'm really not sure about this one. While I like the concept, I'm really iffy on both the implementation, and the combination of Save Partial, No SR, and no attack roll. I want it to work on monks and duelists reliably, while keeping with traditions for spells having SR or attack rolls or whatnot, and be balanced ... help? And yes, now too much WoW: Blessing of Might Transmutation Level: Paladin 1, Blackguard 1 Components: V, S Casting Time: 1 Standard Action Range: Close Target: Creature Touched Duration: 1 round / level Saving Throw: Will Negates (harmless) Spell Resistance: Yes (harmless) Calling upon the divine wrath of your diety, you imbue an ally with greater power in battle. The Transmuted creature becomes infused with divine wrath, gaining a sacred or profane bonus on attack and damage rolls equal to 1/4 caster level (max +5). This extra damage is divine energy, and thus not subject to resistances. Seal of the Crusader Transmutation Level: Paladin 4 Components: V, S Casting Time: 1 Standard Action Range: Touch Target: Creature Touched Duration: 1 Round / Level Saving Throw: Will Negates (Harmless) Spell Resistance: Yes (Harmless) As you complete the spell, wrathful light suffuses the target, turning them into a font of divine destruction At the end of the round in which a target under the effect of Seal of the Crusader made any attacks, they roll 1d20 agaisnt a DC of 13. If they fail, nothing happens. If they succeed, however, they deal extra damage to any foe they hit equal to the number of successful attack rolls they made plus half their misc mods (strength bonus, power attack, etc) to damage plus their weapon's critical multiplier-1*base weapon damage to all foes they hit that round. This extra damage is entirely divine energy, and thus not subject to resistances. |
| tarkin03-01-07, 02:32 PM | Flickerfinger 1. As per core rules, there is no such thing as a dual school (although as you pointed out, PHBII does discuss some). I would remove Conjuration. The spell as described is an evocation effect, not a conjuration (has a duration, can remove/return the flame) 2. Add back in Spell Resistance. (Note, even if you remove Evocation instead, it STILL needs Spell Resistance. Simply being conjuration does not make something immune to Spell Resistatnce.) 3. If you mention Poweder in the description, then you need to put in an M as a material component. Either put in M, as the Powder, or remove the fluff text. ----------- Bwang Damage is way too high. Reduce to 1d3 fire +1d3 sonic. This is still better than fireball (part is sonic, unattended objects take more damage, AND 2d3 averages 4, while 1d6 averages 3.5 - Empower rocks on this spell). ----------- Scatterforce Solid 6th level spell. Is force instead of elemental, and has prone effect. ----------- Crippling Weights Again, REMOVE ONE SCHOOL. Probably remove Conjuration. You don't need it to negate Spell Resistance, and not all Conjuration spells igonre Spell Resistance. P.S. If you are willing to give it Spell Resistance Yes, then lower the level by 1. Carrying a Heavy Load and wearing Heavy Armor does not stack. It does not matter if you have one or both, your speed is reduced only once. Re-write it as simply reducing your speed x %, and making them count as Heavy Load, Heavy Armor, and gives them a -7 to checks. As written, the spell is a solid 7th level spell. It does nasty things to barbarians, monks, rogues, and rangers. P.S. If you make it Save Negates, you can lower the spell level by two. (assuming you kept the hefty Material Cost). ------------ Blessing of Might Solid 2nd level spell. Compare with Divine Favor, which maxes at +3, is self only, and is Luck based, not sacred, so it can stack with it. ----------- Seal of the Crusader Too complicated. Too much record keeping (How many did you hit?) Too much math. I would tell you to just start over. Try things like "Charisma Bonus" and "Level Bonus" instead. |
| StruckingFuggle03-01-07, 04:45 PM | re: "no such thing as dual school spells" ... have you not read the PHBII (:o?) or are you just ignoring that? :) Still, yeah, I guess they are pretty much solidly one school, and will be fixed as such. I dunno why it struck me to set them up as Dual School. As for replies to specific spells: Flickerfinger: Oops. That's what I get for not totally proofreading it. Yes, it was meant to have a material component, a little bit of wood ash. And yeah, there's no reason for it to bypass SR and no real penalty for it being subject to it, anyway. Unless maybe some wizard harvests pipeweed or tinder with SR. o.O Bwang: Wow. What the heck was I thinking? Duly noted and acknowledge (the one reason I like d4, though, is there's not really any such thing as d3... what would have to go to balance it at d4/d4?) Scatterforce: Blast! At 6th level, it won't fit in a wand. And is it really ... well, I guess it belongs as a 6th level spell, but it seems like there's things that someone would rather spend their 6th level spells on (on the other hand, knocking a flying beast prone with a spell has its uses) ... other than dropping the prone effect, and obviously the damage (and or capping it), what could be done to bring it down to fourth level? Crippling Weights: Heh. Yes, it does nasty things to a lot of melee classes. But at the same time, I was hoping that heavily armored classes would shrug it off (its more meant to be a spell to thwack skirmishers than all melee classes - and flyers, concidentally: it wasn't meant to, but it hit me that under its effect, you can't fly without a couple feats, either) ... I do like your idea of a rewrite, and I'll probably fix it as such. Though oops, the object was meant to be an AF, not an M - how much should a focus cost, instead of a component? Or how would the spell level change accordingly? Also, as a note, I want it to only require one of the following: touch attack, SR, or Save ... since if you require all three, or even only two, the chances of an equal-leveled monk escaping it are pretty decently above 50%, I'd imagine. Blessing of Might: Duly bumped up. Seal of the Crusader: Yeah. Wow. That IS kinda a lot of math ... it didn't strike me as as much until you mentioned it (though its basically a static number you can write down on a character sheet, until you throw in power attack...) ... and I guess it would be a pain to keep track of how many hits you land (criticals count double) ... hm. Yes. Heck yes. Back to the drawing board. Thanks. :) |
| StruckingFuggle03-02-07, 02:25 PM | The modified versions, and a :bump:. Flickerfinger Evocation (Fire) Level: Sor/Wiz 0 Components: V, S, M Casting Time: 1 Standard Action Range: Personal Target: Caster Duration: 10 minutes / level Saving Throw: No Spell Resistance: Yes With a snap of your fingers the powder is consumed and a small flame alights harmlessly on the tip of your index finger. While Flickerfinger is in effect, a small, mundane flame projects about an inch, just above either the tip of one of your fingers or the palm of your hand. You may move it between fingers or to the palm of your hand as a free action by pressing the old and new location together. This flame may be used to set objects alight, as if you were wielding a torch, but can only be used to attack as an improvised unarmed strike. As a side effect, your hand to the wrist becomes immune to nonmagical fire. You may surpress or resume the flame during its duration as a free action. Material component: a tiny bit of ash Blastwave Evocation (Fire/Sonic) Level: Sor/Wiz 5 Components: V, S, M Casting Time: 1 Standard Action Range: Long (400' + 40' per caster level) Area: 20 foot radius spread Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes A tiny comet of wooshing, rumbling flame rockets from your hand and screeches towards its target before exploding with a loud BWANG (like a deep bass strum) and a wave of heat and pressure. An upgraded fireball spell, originally researched with the intent of destroying things, Blastwave deals [1d4 fire and 1d4 sonic] damage per caster level (max 15d4). Unattended objects also take this damage, as well as additional sonic damage equal to two thirds your caster level. You point your finger and determine the range (distance and height) at which the Blastwave is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fire and sonic ball at that point (an early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely. Blastwave sets fire to combustibles and damages objects in the area of its explosion. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the damage may continue beyond the barrier if the area permits (along with extra damage in that radius equal to 1d4 per three points of hardness of the destroyed material); otherwise it stops at the barrier just as any other spell effect does. Material Components: a tiny ball of bat guano, sulfur, and saltpeter. Scatterforce Evocation (Force) Level: Sor/Wiz 5 Components: V, S Casting Time: 1 Standard Action Area: A 15' Cone and 30' cone, both overlapping Duration: Instantaneous Saving Throw: Partial (see text). Spell Resistance: Yes A torrent of tiny magical missiles explode from your fingertips upon the completion of this spell. Both cones use the same attack roll (made with a bonus equal to your caster level - 5, max +10), and ignore cover and concealment bonuses to AC. Both cones deal 1d4 per two caster levels of force damage. A creature damaged by both cones must make a reflex save (with a +2 bonus per size category above medium) or be moved backwards 5' and fall prone. Unlike traditional force spells, Scatterforce deals half damage to objects in the area of its effect. Crippling Weight Necromancy Level: Sor/Wiz 7 Components: V, S, AF Casting Time: 1 Standard Action Range: Medium (100' + 10' / caster level) Target: One creature. Duration: 1 round / level Saving Throw: Will Partial (see text) Spell Resistance: No As you complete the spell, snapping the chains around your wrist and clenching your fist at the target, they slow and stumble, near-invisible tendrils of chains made from force and negative energy entangling the target, weighing them down The mobility of a creature effected by Crippling Weights is severaly reduced. For the duration of the spell, they are considered to be both wearing heavy armor and carrying a heavy load for determining what class abilities they can make use of; their land speed drops to 2/3; and they take a -7 penalty on all skills that are effected by an armor check penalty. Crippling Weights can effect incorpreal creatures as if they were corpreal. A creature who successfully saves against Crippling Weights is instead considered to be carrying a medium load in medium armor for determining what class abilities they can make sure of; their land speed drops to 2/3; and they take a -5 penalty on all skills that are effected by an armor check penalty. Arcane Focus: a length treated adamantine or mithril chain worth at least 500gp and weighing at least 5lb. Blessing of Might Transmutation Level: Paladin 2, Blackguard 2 Components: V, S Casting Time: 1 Standard Action Range: Close Target: Creature Touched Duration: 1 round / level Saving Throw: Will Negates (harmless) Spell Resistance: Yes (harmless) Calling upon the divine wrath of your diety, you imbue an ally with greater power in battle. The Transmuted creature becomes infused with divine wrath, gaining a sacred or profane bonus on attack rolls equal to 1/4 caster level (max +5), and deals extra Divine damage equal to the same bonus. |
| Thiez03-02-07, 02:35 PM | Blessing of Might: If it's special for pallies and blackguards, you might want to give it the [Good] or [Evil] tag. It's nice. You could split it up in 2 spells (one for pallies, one for bg's), or we might see paladins making their allies deal profane damage. Then again, if you simply change the damage type to 'Divine', you don't have to worry about alignment at all. Don't paladins have a CL equal to half their level? That'd mean this spell'd improve all the way to level 40 ;) |
| tarkin03-02-07, 02:41 PM | While I have read the PHB II, I must have forgot about the dual schoool thing. I generally don't play with dual schooled stuff (my current DM disliked them and originally they were not-allowed, so in my head I remembered it as anti-raw, not a hosue rule). May I ask why you wanted them to be dual-schooled? |
| StruckingFuggle03-02-07, 02:49 PM | Don't paladins have a CL equal to half their level? That'd mean this spell'd improve all the way to level 40 ;) As far as I know, no they don't. o.o And sure, it'd scale to 40, but it'd still be a twice as slow progression. May I ask why you wanted them to be dual-schooled? Honestly, I don't know why. I can't really explain it, it jsut seemed for some reason the thing to do. For Flickerfinger it was because it seemed caught between the schools, and I wasn't sure which way to fall, but thinking about it - it's an ongoing magical effect that produces mundane flame but still with magic, so its clearly evocation. Crippling Weights in part because it seemed, thematically, like a necromantic spell, and it seems (in my head) more to specially exhaust the target (since it doesn't weigh down objects, and works regardless of their strength score), and part conjuration, because it did seem to materialize as bands of necromantic Force, and force is pretty much tied to Conj or Evoc. But they also work just fine as single-school spells. |
| Thiez03-02-07, 03:02 PM | "Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is one-half her paladin level." |
| StruckingFuggle03-02-07, 08:27 PM | Huh, okay. In that case I'll just make it "1/2 caster level", which should accomplish the same feat. |