A few of my personal spells for review and balancing [Archive] - Wizards Community

Post/Author/DateTimePost
Prismal The Outrageous

10-24-03, 12:14 PM
Okay i could use some help checking these spells out. Upon review of them I see that i haven't actually finished some of them but i figured the effects were close enough...



Prismal's Divine Barrier
abjuration
level: sor/wiz 9
components: V/S
casting time: 1 action
Range: close (25ft +5ft/2levels)
Effect: wall 4ft/level wide x 2ft/level high
duration: 10min/level
saving throw: will negates (objects)
spell resistance: none
Description: This spell creates a screen. All spells, spell-like abilities, and supernatural effects of a divine origins, that pass through it are negated. Objects get a will save to avoid the effect.

Prismal's Trap Detector
divinition
level: sor/wiz 1
Components: V S M
Casting time: 1 action
Range: close (25ft + 5ft/2levels)
Duration: 1minute/level
Saving throw: none
Spell Resistance: none
Description: all traps within range of caster glow a soft blue visible only to caster. The material component of this is a fragment of a used trap.

Prismal's Perfect Disarm
divinition
level: sor/wiz 1
Components: V,S,F
Casting Time: 1 action
Target: caster
Duration: 1 round
Description: gives caster +30 to next disable device roll
Arcane Focus: small thieves lever

Prismals Flaming Burst
evocation
level: sor/wiz 2
Casting time:1 action
Target:1weapon
Duration:1hr/level
Description:Temporarily makes weapon flaming + 1d6 dmg cauterizes wounds.

Prismals Pin Point Shield
abjuration
Level: sor/wiz 8
Casting time: 1 action
Target: 1 person
Duration: 10min/level or dismissed
Description:raises armor class through insight by 1per/caster level, max +20

Prismal's Sticky Mess
Conjuration
Level: sor/wiz 3
Casting time: 1 action
Range: close 25ft (+5ft/level)
Duration: 1rd/level
Saving Throw: reflex or none
SR: none
Description: creates a 10' square of sticky goo that requires a str check Dc 13 + int/chr mod + caster level (max 10) to escape.
if this is cast on a person or moving object it requires a ranged touch attack. The reflex save is for when it is cast on a person.

Prismal's Minor Tremor
Evocation
level: sor/wiz 2
Casting time: 1 action
Range: medium
Duration: instantaneous
Saving Throw: Reflex or fortitude
SR: varies
Designed to literally bring the roof down on opponents. Sonics rattle the ceiling knocking loose a small barrage of rocks that do 5d6 pts of damage to creatures in a 10'x10' area, reflex save for half. If it is cast on a construct it requires a ranged touch attack. The construct recieves a fortitude save and SR as normal.
This spell has little effect on other creatures.

Prismal's Boots of Stomping
Conjuration
level: sor/wiz 2
casting time: 1 action
Range: 100' radius
Duration: instantaneous
Saving Throw: Reflex
SR: Yes
This spell creates a pair of giant boots that run around in the caster in a large circle. the boots deal 1d6 + 1d6 per 5/caster levels, 4d6 max.

Prismal's Major Tremor
Evocation
level: sor/wiz 5
Casting time : 1 action
Range: medium
Duration: instantaneous
Saving Throw: Reflex or fortitude
SR: varies
This spell is a more powerful and more dangerous version of Prismal's minor tremor. The spell deals 10d6 pts of damage to creatures caught either under it or within it and has a 50% chance of causing a cave in or leaving the construct stunned for 1 round as its insides realign themselves.

Prismal's Extra Dimensional Boom
Conjuration
level: sor/wiz 8
Casting Time: 1 action
Range: 100ft (+10 ft/level)
Duration: instantaneous
Saving Throw: Reflex
SR: none
This spell creates a small extradimensional space and then another inside of it, mimicing the effect of placing a portable hole inside a bag of holding. All within a 10' radius of the explosion must make a reflex save to avoid being torn to shreds and spit into the astral plane (death for most). Those who make the save take 5d6 points of damage.

Prismal's No
Evocation: sonic
level: sor/wiz 9 brd 8
Components: V,S,M
casting time: 1 action
Range: close (25ft + 5ft/2 caster levels)
Area: line 5ft high, 5 ft wide and cone
Duration: Instantaneous
Saving Throw: see text
SR: Yes (object)
You emit a devestating cry, "No." The primary effect is a line of intense sonic energy 5ft high, 5 ft wide and as long as the spell's range. Stone, crystal, and metal objects in the area take 20d6 points of damage. Creatures holding vulnerable objects can attempt reflex saves to negate the damage. Objects that survive the primary effect are not subject to the secondary effect.
The spell's secondary effect is a cone of sound centered on the line. Creatures within the cone take 12d10 points of damage, and loose their next action, and are deafened for 4d6 rounds. A successful fortitude save negates the lose of action and halves damage and duration of deafness. Any exposed brittle or crystaline object or crystalline creature takes 1d6 points of damage per caster level (max 20d6). Creatures holding fragile objects can negate damage to them with a successful reflex save.
A deafened character, in addition to obvious effects, suffers a -4 penalty on initiative and a 20% chance to miscast and lose any spell with a verbal (v) component that he tries to cast.
Material Component: bottled cry of a small child (any race)

Prismal's Boot to the Head
Conjuration
level: sor/wiz 8
casting time: 1 action
Range: close
Duration: 1rd/caster level
Saving Throw: None
SR: No
This spell conjures up a huge adamantite boot which then flys around kicking opponents The boot is considered a + 5 weapon for damage reduction and deals 2d6 + str + 2 (adamantite) dmg
It makes attacks using the caster level + 10 Hit opponents must defend against a trip attack, this is a free action str 30 does not
provoke an attack of opportunity.

Prismal's Material Maul
Abjuration
level: sor/wiz 7
casting time: 1 action
Range: 10' radius
Duration: 1rd/ caster level
Saving Throw: Fortitude
SR: yes
This spell is a more powerful version of Prismal's Physical Barrier. In addition to forcing the opponent to make a fortitude save to enter the area, anybody attempting to do so automatically takes 1d6 + 1/caster level (max 20) of destruction damage. Creatures immune to destruction damage must still make the save to enter the area. Any being that manages to enter the barrier must continue to make fortitude saves every round or be pushed out again.

Prismal's Physical Barrier
Abjuration
level: sor/wiz 3
casting time: 1 action
Range: 5' radius
Duration: 1rd/caster level
Saving Throw: Fortitude
SR: yes
This spell creates a barrier radiating out from the caster. The barrier prevents anybody, friend or foe, from entering the area unless they succeed in a fortitude save. Any being that manages to enter the barrier must continue to make fortitude saves every round or be pushed out again.

Prismal's Ultra Sticky Goo
Conjuration
Level: sor/wiz 6
Casting time: 1 action
Range: close 25ft (+5ft/level)
Duration: 1rd/level
Saving Throw: reflex or none
SR: none
Description: creates a 10' square of sticky goo that requires a str check Dc 16 + int/chr mod + caster level(max 20) to escape. If this is cast on a person or moving object it requires a ranged touch attack. The reflex save is for when it is cast on a person.

Prismal's Handy Henchman
Conjuration
level: sor/wiz 3
components: V, S, M
casting time: 1 action
Range: close 25ft + 5ft per/2 caster levels
Duration: 1 hr/level
No save or SR
The Handy Henchman is an invisible, mindless, shapeless force that performs simple tasks at your command. It can runa nd fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so, thus allowing you to command the servant to clean the floor and then turn your attention elsewhere as long as you remain within range. It can open only normal doors, drawers, lids, etc. It has an effective strength score of 25. It can trigger traps and such though because it has no real form this is only possible if intentional, I.e. the trap has already been found the the henchman is directed to apply force on the trigger. Its speed is 30 feet. The henchman cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks. (t gets no save against attacks.) If you attempt to send it beyond the spell's range (measured from your current position), the servant ceases to exhist.
material component: A hair from the head of the village strongman

Prismal's Quick Attack
Divinition
level: sor/wiz 1
components: V, S
casting time: 1 action
Range: touch
Duration: 1 hr/level
No save or SR
This spell grants the person touched a +20 insight bonus to their next initiative roll

Prismal's Sunny Sphere
Conjuration
level: 6
Components: V, S, M
Casting Time: 1 action
Range: close (25ft + 5ft/ 2 caster levels)
Duration: 10 min/level
Save: Varies
SR: no
This spell conjures a miniature sun approx 1 millimeter in diameter. The sun does not move and cannot attack. It simply gives off sunlight and those creatures that have benefits or vulnerabilities from sunlight gain/lose those effects. Creatures with cover may make a reflex save to dodge the sunlight as the spell is first cast otherwise they take full effects. Attempting to move through the sphere will disintegrate that 1 millimeter
section that comes in contact with it. The sun does give off heat and can be used to light flamable objects that are brought within 3 inches of the sphere.
Material Component: A small amount of alchemist's fire to get it started.

Gift of Experience
Transmutation
level: 3
Components: V, S, F, M
Casting Time: 10 minutes
Range: touch
Duration: permanent
Save: see text
SR: No
This spell is very much a ritual, the caster and the person donating the experience sit across from eachother with a journal that the person donating the experience has kept for a least 10 days (the focus). As the spell is cast the person donating the
experience states how much experience he is donating to the caster. There is no way to make a non willing being give up his experiences, compulsions and other mind effects of any sort automatically fail to work during the casting of this spell. Because others memories are being transferred into the caster the caster must make a will save to avoid loosing sight of his own personality. If he fails then he is temporarily crazy for 1 hr/xp point transferred, a restoration spell can heal the damage but then the experience points are permanently lost. This spell was created by Prismal to help facilitate special order magic item creation at his shop.
Material Component: a purple cloth 6'x6' with a gold (real gold) circle embroidered onto it and 6 red candles placed evenly around the circle (totals around 15 gp) Only the candles are used up during the casting the circle is reusable but necessary.
Bloodtide_the_Red

10-24-03, 09:59 PM
Prismal's Divine Barrier
A 9th level anti-magic effect that only effects divine magic? And it's only a wall too? so they can just cast around/over it? I'd just drop this spell.
Trap Detector
You might just want to copy the 2nd level spell in the PH for this. You do not want to automaticaly detect all traps.
Perfect Disarm
+30 to a skill roll at 1st level? Way over powered. +10 works though.
Flaming weapon---OK
Pin point sheild
So at 17th or so level you can get a +17 to your AC? You might want to lower the level. And make the range-personal.
Sticky Mess
Is more of a 1st level effect....like a diffrent grease.

BT
shadow219

10-26-03, 01:30 PM
The disarm is similar to jump spell, grants it a +30
creates a 10' square of sticky goo that requires a str check Dc 13 + int/chr mod + caster level (max 10) to escape.
:mymy: :nonono:
Thats way too overpowered. Make it a set DC, about 20 for that level.

if this is cast on a person or moving object it requires a ranged touch attack. The reflex save is for when it is cast on a person.
:confused: oh, when it is cast in an area, and there is a person in the area?

For the Trap Detector, make it as Detect Thoughts or Detect (Alignment); but switch the effects to traps.
On the other hand, this completely negates a rogue for searching... doesn't seem balanced.

Designed to literally bring the roof down on opponents. Sonics rattle the ceiling knocking loose a small barrage of rocks that do 5d6 pts of damage to creatures in a 10'x10' area, reflex save for half. If it is cast on a construct it requires a ranged touch attack. The construct recieves a fortitude save and SR as normal.
5d6 and a powerful effect is alot for a simple 2nd level spell. And, does it effect constructs made of flesh too? or just stone golems?

Prismal's Boots of Stomping
Range: 100' radius
:mymy: thats way too big for a 2nd level spell.

Prismal's Dimensional Boom
SR: none For this effect; SR should apply because it is a harmful area effect similar to fireball and disentigrate.

So, within the Line for Prismal's "No"; creatures don't take any damage, only some objects, but in the cone, they do take damage.
Why is the damage in the line less than/equal to the damage in the cone? (20d6 vs. 12d10)

This spell conjures up a huge adamantite boot which then flys around kicking opponents The boot is considered a + 5 weapon for damage reduction and deals 2d6 + str + 2 (adamantite) dmg
So long Bigby, we found a new limb to hit people with. This seems to replace an already existing and 'balanced' spell with an even deadlier one.
Description: creates a 10' square of sticky goo that requires a str check Dc 16 + int/chr mod + caster level(max 20) to escape. If this is cast on a person or moving object it requires a ranged touch attack. The reflex save is for when it is cast on a person.
same problem as the normal one.

It has an effective strength score of 25.
wow. thats a large increase from the 1st level spell for a str of 2.
maybe make it a 18 max... but more like 12-15.

This spell conjures a miniature sun approx 1 millimeter in diameter. The sun does not move and cannot attack. It simply gives off sunlight and those creatures that have benefits or vulnerabilities from sunlight gain/lose those effects. Creatures with cover may make a reflex save to dodge the sunlight as the spell is first cast otherwise they take full effects. Attempting to move through the sphere will disintegrate that 1 millimeter
ummm..... this is a clerical spell right? either way, screw sunburst; we have a WINNER!!! this is way too powerful, and nullifies a benefit of having a cleric in the party. It should do a set amount of damage; not continual disentigration.(:eek:) So, change it to clerical, and a set damage; look at sunburst and make sure it coincides power-wise.

Duration: permanent
You might want to change this to say: Duration: Instantaneous; because it does not continually drain away their XP, but rather, it is given and the spell is gone.
Prismal The Outrageous

10-26-03, 04:18 PM
Originally posted by Bloodtide_the_Red
Prismal's Divine Barrier
A 9th level anti-magic effect that only effects divine magic? And it's only a wall too? so they can just cast around/over it? I'd just drop this spell.

This spell effects diety powers such as their aura of kill you dead within a 100 ft radius and such thus, blocking divine powers with mortal magic i felt that limiting it to a wall/screen which can be circumvented made it more balanced than allowing the wizard an aura like this... and trust me it has come in handy when my DM has made me fight gods in the past.

as far as the disarm shadow is right i just copied the jump spell

what level do you think applies for the shield? remember its an insight bonus so you will still get it in most situations.

You do not want to automaticaly detect all traps.
maybe im missunderstand you but why wouldn't i want to detect all traps? :D ill check out the source you mentioned though thanks for responding

Shadow219 thanks for the long and detail though somewhat flaming response...no need to get all riled up Im just looking for opinions to help balance things, not a final judgement. Ill respond to you in a day or two when i get more time
shadow219

10-26-03, 04:27 PM
Shadow219 thanks for the long and detail though somewhat flaming response...no need to get all riled up Im just looking for opinions to help balance things, not a final judgement. Ill respond to you in a day or two when i get more time
:mage:
Yea, I know... I guess I did get kind of 'riled up'...I'm not sure how you can tell tone of voice, its text... i'll have to add that to my sig as well...

Anyway, the play-test for these spells went horribly. Everything except him & his buddy was butchered. Can't deny that...
Bloodtide_the_Red

10-26-03, 09:09 PM
Prismal's Divine Barrier


This spell effects diety powers such as their aura of kill.......................

Well, I'd say that whimpy 9th level magic could not stop the divine power of a god, but that's just me. And is making it a wall to help make it useless? Any god that can get around a wall......
As for Pin Point Sheilds level.....maybe 2nd or 3rd, you would want to to scale with the caster and get more powerful as he did.


Prismal's Minor Tremor

This one is tricky. Are you going for away around SR. The trick is you can cast this on any stone surface..no matter how thick/strong and it will always fill a 10 foot square and always do the same damage? This spell would work better as a conjuration, where you call up boulders from else where. And you want to drop the construct stuff, or make it another spell...Prismals construct disharmony.that does damage. If you make it a construcct only spell then you can give it no save.



Boots of Stomping

This is more of an evocation...the boots would be made of force, right. And it hits everyone in a 100 feet circle, bit much. And damage 1-6, plus 1-6 every 5 levels? Kind of a huge gap to get a little more damage. And the reflex save is it for half or none?

Prismals extradimenonal boom
Well, it's mass plane shift/teleport...but only a level higher...though it can effect everyone in 10 feet. Except for the instant kill death effect. Now 3.5E has realy moved away from theas...it's no fun to snap your fingers and say 'oh your dead '. It's just improved distingrate, right?This spell would allow for SR though.
BT