A spell thread part two (a place to place your spells and such for help) [Archive] - Wizards Community

Post/Author/DateTimePost
law

10-13-03, 10:37 PM
Igan’s Planer Knowledge
Divination
Level: Brd 1, Sor/Wiz 1
Components: S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level or until discharged
Saving Throw: No
Spell Resistance: No

This cantrip gives the caster a glimpse into some into a bit of knowledge that deals with the planes. The caster gains a +2 insight bonus +1/level (Max +7) to his next Knowledge (The planes) check.

How does that one look to all of you?
Gingerbread Guy

10-13-03, 10:55 PM
Hiho,

Interesting spell.. but it seems unusually specific to me. Perhaps make it any knowledge check? Also, the name should be "Planar", not "Planer". ^_^

I don't understand why the duration is "until discharged".. I don't see anything that would discharge it. Leaving it at 5 mins/ level is fine, although I suggest 10 mins/level for consistency with other spells.

Otherwise, its a neat spell.. I'd certainly use it, and may even steal it, since I have a diviner right now. ^_^

Here are a couple of my spells...

Weather Ward, Lesser
Abjuration [Force]
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 round
Range: 5'
Effect: 5' radius hemisphere centered on you
Duration: 1 hour/level

The Weather Ward is a modification on a simple prestidigitation, using Abjuration magic to create a small, invisible, semi-tangible hemisphere around the caster. This hemisphered is designed to keep out mundane weather, and is really good for nothing else.

Most forms of natural precipitation, such as rain and snow are blocked from entering the warded area, and cascade harmlessly off the hemisphere. Natural winds are slowed to half their original speed within the hemisphere.

More powerful elements of weather are not affected by the ward. Lightning, tornados, and even large hail stones pass through the ward without trouble. Nature's wrath can not be so easily circumvented. The ward does not affect the movement or accuracy of missile fire or melee attacks in any way.

Magical precipitation and wind, such as acid rain or a gust of wind are likewise unabated by the ward.

The ward lasts for two hours per caster level, and may be dismissed by the caster at will.

[Note: No, there's no hidden catch here, this really is just a spell that will keep you dry. I love creature-comfort spells. This one was made by my half-drow diviner, who absolutely detests life on the "roof of the world". She doesn't understand how anyone can live in a world where water periodically plummets from the sky without warning. She keeps a scroll or two of this with her at all times.]

---

Nauseating Touch
Necromancy
Level: Sor/Wiz 2
Components: V,S,M
Casting Time: 1 standard action
Range: Touch
Target: One humanoid creature
Duration: 1 round/level
Saving Throw: Fort negates
Spell Resistance: Yes

This cruel spell causes a malfunction in the subject's gastro-intestinal system, causing it's natural muscular action to violently reverse. The subject is Nauseated (See the DMG for more details on the Nauseated condition) for one round per caster level. Nauseated creatures are unable to attack, cast or concentrate on spells, or do anything else requiring concentration. They may only make one move action per turn.

The material component is a piece of expired food.

[Note: This spell is essentially a way of disabling an enemy spellcaster. Its even better than silencing them, hee hee... In terms of strength, I compared it to Ghoul Touch and Hold Person.]

---

Figment Flanking
Illusion (Figment) [Mind-Affecting]
Level: Brd 0, Sor/Wiz 0
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25' + 5 ft / 2 levels)
Target: One creature
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes

You cause a creature to sense or percieve that another creature is behind him/her. This figment creature is never seen, per se, and is only sensed through a quick motion out of the corner of the eye, a muffled sound from somewhere behind, or the sensation of the hairs rising on the back of one's neck. Should the subject actually check behind themself, no such assailant will be found.

Effectively, this spell is usefull for a momentary, harmless [directly at least] distraction. If the subject is in combat, they are considered threatened by the figment creature behind them for the duration of the spell, and should take actions accordingly. Of course, the figment can't attack or directly harm the subject.

The material component is a small feather.

[Note: This spell is basically a way to create a diversion, or better yet, to help a Rogue get in a round of sneak-attacks.]

~Ginger
law

10-13-03, 11:22 PM
well if you read it carfuly it says on the next check. Thats when its gone. Ill change its time then. Also its made to be very specific as its a little strong then I would have made it oter wise.

All your spells seam ti be in the right place to me. Ill post some of my older spells in time.
law

10-16-03, 03:41 PM
Ill be adding some new spells and such in just a bit.
law

10-16-03, 04:05 PM
Kimber’s Blazing Hands
Evocation [Fire]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: 120 ft.
Area: Cone-shaped burst
Duration: Insantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

A cone of blazing flame shoots from your fingertips. Any creatures in the area of the flames takes 1d4 points of fire damage per caster level (maximum 25d6).This flame can melt metals with low melting, such as lead, gold, copper, silver, and bronze so long as its in the area of the spell.

Kimber’s Icy Doom
Evocation [Cold]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 80-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

As fireball except as noted. It deals 1d6 pints of cold damage per caster level (max 25d6).

Kimber’s Wave of Fire
Evocation [Fire]
Level: Sor/Wiz 9
Components: V, S, XP
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Burst to maximum range
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You send a wave of fire in a ring from you to the maximum area. This spell deals 1d6/caster level fire damage (Max 25d6 fire damage). This spell will light things of fire with the standard chances.
XP Cost: 1,000 XP


Ill post some of my older spells in time.
Malkonnen

10-16-03, 04:30 PM
Originally posted by law
Kimber’s Blazing Hands

A cone of blazing flame shoots from your fingertips. Any creatures in the area of the flames takes 1d4 points of fire damage per caster level (maximum 25d6).This flame can melt metals with low melting, such as lead, gold, copper, silver, and bronze so long as its in the area of the spell.

Is the typo sposed to be d4s or d6s?


Kimber’s Icy Doom
Evocation [Cold]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 80-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes


Wow. 80 ft burst!?


Kimber’s Wave of Fire
Evocation [Fire]
Level: Sor/Wiz 9
Components: V, S, XP
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Burst to maximum range
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You send a wave of fire in a ring from you to the maximum area. This spell deals 1d6/caster level fire damage (Max 25d6 fire damage). This spell will light things of fire with the standard chances.
XP Cost: 1,000 XP



Wow. Medium range burst is HUGE! I didn't notice the XP cost at first. With it in mind, I think it justifies the massive spell. Although I think the 3.5 game designers attempted to specifically remove area spells which affected more targets with caster level (ex. the cone spells). I do like the idea of a caster centered burst though. I've been tossing around the idea for a while now, but never bothered to sit down and flush it out.

A general comment, it would be nice if the spells damage progressed such that the damage cap would come into play pre-epic. Overall tho, very nice work. :)
law

10-16-03, 06:50 PM
Thats should be d6s.

on Kimber’s Wave of Fire it and its lesser feshin are all that are left outa min that do that.