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| Nyat11-11-04, 07:32 PM | I throw spells togethor when I get the inspiration to, heres some I've been hoarding for a while. They are in order of oldest to newest, so the blood spells (my favorite so far) are in the back. Any critiques or suggestions are welcome. I get inspiration from many things, my Prismatic Flames spell was inspired by the Warhammer Tzeentch spells, my Phasing spell was inspired by the Magic the Gathering ability of the same name, and I was inspired to make blood spells after reading over the blood magus again. Note: If there is a question mark then that means I don't know what should go there and I wan't suggestions. Magma Missile Conjuration (Creation) [Fire] Level: Sor/Wiz 4 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: A splash of magma Duration: Up to 2 rounds Saving Throw: Reflex half Spell Resistance: Yes This spell causes a stream of fire to circle around the caster before launching towards its target, spiraling and winding through the air while it coalesces into a missile of magma with a fiery red trail. Treat the missile as a splash weapon that requires a ranged touch attack dealing 1d6 points of fire damage per caster level (max 10d6) to anything hit directly, reflex for half, and 1 point of fire damage per caster level (max 10) as splash damage, reflex half. The target in the primary square takes an additional 1d6 points of fire damage per caster level (max 10d6) in the following round as the magma continues to burn the target. The target may, as a full round action, make a DC 15 reflex save to prevent this damage (+2 to the reflex save if the target rolls on the ground), dousing oneself in water also prevents the secondary damage. The missile lights combustibles on fire when it makes contact. Material Component: A small piece of igneous rock and a vial of alchemists fire Prismatic Flames Evocation [Chaos] Level: Sor/Wiz ? Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: See text Duration: See text Saving Throw: See text Spell Resistance: Yes The caster calls forth a ball of fire that shifts in color and floats before him. The caster has little control over the spell, only choosing the potential target; the rest is up to the fire. When the spell is cast the caster must choose a target creature, then roll on the following chart to determine the flames color and effect: 1d8 Color Effect 1 Red The target takes 1d4 fire damage per caster level (reflex half) 2 Orange The target is infused with luck and may reroll any one die roll for the duration of the spell (duration: 1 round/caster level) 3 Yellow The flames surround the target blocking harmful effects; any attack, harmful spell, or effect, has a 40% chance of failing against for the duration of the spell (duration 1 round/caster level) 4 Green The flames fly towards the target and cloud his mind causing the target to attack its nearest ally, if none are within attack range the target will attack itself. This is a mind-affecting effect (will negates) 5 Blue The flames fly towards the target dealing 1d6 points of cold damage per caster level (reflex half) 6 Indigo The flames fly towards the target filling it and mutating it with chaotic energy, the target is effected as if by a Chaos Beast’s corporeal instability except the DC of the fortitude save is the spell’s DC 7 Violet The flames fly towards the target, enveloping it and ripping a hole in reality; the target is either sent to the Far Realm (50% chance) or to a random chaos-aligned plane (50% chance) (will negates) 8 Two colors The flame splits into two flames, reroll twice, ignoring further rolls of 8 Material Component: A piece of a Chaos Beast Amplify Gravity Transmutation Level: Drd 6, Sor/Wiz 5 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: Up to one 10 ft.-cube per two levels (S) Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No This spell increases gravity in an area, decreasing the mobility of creatures within. Everything within the effect ways 2x as much as it normally does, this goes up to 3x at level 16, 4x at level 18, and 5x at level 20. This may cause the weight of items carried by a creature to raise enough to immobilize the creature. Any flying creature caught in the spell has its fly speed divided by the strength of the gravity. Rhistel’s Spell Rage Enchantment (Compulsion) [Mind-Affecting] Level: Sor/Wiz 5 Components: V, S, F Casting Time: 1 full round action Range: Personal Target: You Duration: Up to 1 round/level Saving Throw: Will (harmless) Spell Resistance: No The caster is filled with magically infused rage and casts spell after spell at an accelerated speed at any enemies in sight. The caster gains +2 caster level and may cast two spells as a full round action instead of one spell as a standard action, but as long the caster is under the effects of Rhistel’s Spell Rage he may only cast spells that will cause damage, death, or pain to his enemies and will take no actions other than casting such spells or moving to get within range of enemies. The caster must use the highest level applicable spells at all times. Once the caster is out of applicable spells or targets the spell ends. At the end of the Spell Rage the caster is fatigued. Focus: Something that stirs up bitter memories and anger, such as the picture of a murdered loved one Phasing Conjuration (Teleportation) Level: Sor/Wiz 5 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round/caster level Saving Throw: Will Spell Resistance: Yes This spell weakens the targets grip on reality, causing them to spontaneously vanish and reappear. At the beginning if the targets turn each round the spell is in effect the target must make a will save or vanish, thus being unable to take any further actions. The target returns at the beginning of its next turn, but must make another will save or the process begins again. Any spell that prevents teleportation such as dimensional lock prevents that target from vanishing. Blood Bolt Necromancy [Electricity] Level: Sor/Wiz 6 Components: V, S, M, F Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One creature Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes Upon completion of this spell the caster draws his own blood with a ritual knife, dealing 1 point of temporary constitution to himself. From the wound springs a blood red bolt of electricity that leaps into the target with devastating force dealing 1d10 electrical damage per caster level (max 15d10). The caster may choose to fuel the spell with even more of his own life force; the caster may choose to deal up to 1d6 damage per caster level to himself (maximum 15d6) for each d6 of damage the caster takes the bolt deals an additional 1d10 electrical damage. Damage the caster takes from casting this spell (not damage from the bolt if it were reflected back at the caster) cannot be healed by magic and can only be healed by natural means. Any metamagic feat that affects the damage of the spell also affects the backlash damage (maximize spell would maximize the backlash damage, empower spell would increase the backlash damage by 1.5, twin spell causes the caster to take the backlash damage twice, etc.) Focus: A ritual dagger worth at least 500gp that is used to draw the casters own blood Material Component: The casters own blood drawn by the ritual dagger Blood Beast Necromancy [Evil] Level: Initiate of Malar 6, Sor/Wiz 6 Components: V, S, M, F Casting Time: 1 hour Range: Close (25 ft. + 5 ft./2 levels) Target: A vat of animal blood Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell causes the targeted blood to coalesce into a Blood Beast, an undead creature that appears as a panther made out of blood. The blood beast initially drips with blood and leaves a trail wherever it goes, but after an hour it becomes more solid and appears as a dark red panther with blood red eyes that glow in the dark. The Blood Beast will follow the caster’s instructions for one hour (until it attains it true form) at which point it the caster loses control of the Blood Beast. The spell Blood Bond (detailed below) can be cast on the Blood Beast within its first hour of unlife to extend the caster’s control over the beast. Casting this spell requires the caster to draw its own blood with a ritual dagger and then cast the blood into the vat of animal blood; this deals 1 point of temporary constitution damage to the caster. Focus: A ritual dagger worth at least 500gp that is used to draw the casters own blood Material Component: The casters own blood drawn by the ritual dagger and cast into a vat filled with the blood drained from a panther, a lion, a tiger, and a leopard. You must place a black onyx gem worth at least 50gp per hit dice of the Blood Beast to be created into the vat of blood; the gem melts in the blood, darkening it. Blood Beast Large-Size Undead Hit Dice: 12d12 (78 hp) Initiative: +4 Speed: 40 ft. (8 squares) AC: 19 (+4 Dex, +6 natural, -1 size), touch 13, flat-footed 15 Attacks: 2 Claws +10 melee and bite +5 melee Damage: Claw 1d8+7, bite 2d6+3 Space/Reach: 10 ft./ 5 ft. Special Attacks: Improved grab, pounce, rake 1d8+3 Special Qualities: DR 5/magic, blood feast, blood form, blood-scent, dark vision 60 ft., semi-solid, undead type, walk on blood Saves: Fort +4, Ref +8, Will +8 Abilities: Str 25, Dex 18, Con -, Int 6, Wis 11, Cha 14 Skills: Hide +16*, Jump +21*, Listen +8, Move Silently +16*, Spot +8 Feats: Alertness, Improved Natural Attack (claw), Improved Natural Attack (bite), Run, Stealthy Climate/Terrain: Any Organization: Solitary CR: ? Treasure: None Alignment: Always chaotic evil Advancement: 13-18 HD (Large), 19-24 HD (Huge) This creature appears to be a large panther, but after a moment you realize its fur isn’t black, but a dark shade of red. A feral growl escapes its fanged jaws and the smell of blood begins to fill your nostrils. Non-bound blood beasts have an insatiable blood lust; preferring to hunt intelligent prey. Blood beasts will sometimes choose inspire fear in their pray before moving in for the kill. Blood beasts are 10 or more feet in length and weigh (anybody know how much blood weighs?) COMBAT Blood beasts prefer to strike from the shadows but generally don’t care about being seen after the prey has been brought down. If it perceives a threat it will be more cautious and pounce on the weakest target before slinking back into the shadows. If the blood beast views a fight as hopeless it will use its blood form ability to feign death. Blood feast (Su): The blood beast gorges itself on the blood of its fallen enemies, this takes 1 round per two points of constitution the enemy had. The blood beast heals 1 damage per round of gorging. This ability only functions on dead creatures that had blood while they were still living (this does not work on undead). Blood Form (Su): The blood beast may turn itself into a large puddle of blood as a standard action. While in blood form the blood beast may not attack and its movement speed is cut in half, but it may fit through any crack or hole that blood could travel through (such as under a door). It takes a standard action for the blood beast to return to its original form. Blood scent (Ex): The blood beast has the scent ability but it can detect blood at twice the range it can detect anything else. Improved Grab (Ex): To use this ability, a blood beast must hit with its bite attack. It may then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake. Pounce (Ex): If a blood beast charges, it can make a full attack, including two rake attacks. Rake (Ex): Attack bonus +8 melee, damage 2d4 +3. Semi-solid (Ex): The blood beast isn’t as solid as it appears, most attacks pass through it with less resistance than expected and leaving no visible wounds, this gives the blood beast DR 5/magic. Any time the blood beast takes 30 or more bludgeoning or falling damage it goes “splat”, being reduced to its blood form, but the damage is halved. Walk on Blood (Ex): Blood beasts can walk on blood, this functions similar to the spell Water Walk, except it only allows the blood beast to walk on blood. Skills: Blood beasts have a +4 racial bonus to hide and move silently, and a +8 racial bonus to jump. Blood Bond Necromancy [Necromancy] Level: Sor/Wiz 2 Components: V, S, F Casting Time: 1 standard action Range: Touch Target: One willing creature Duration: 1 day/caster level Saving Throw: None Spell Resistance: No The caster and the target use a ritual dagger to make a small cut into the others palm, dealing 1 point of damage to both. Then the caster and the target clasp hands, sealing the spell and mixing their blood. For the duration of the spell the caster and the target can sense each others location as long as they are both on the same plane of existence and are aware of the others emotions (anger, sadness, joy, etc.). Magic that attempts to compel either of the effected to attack the other is no more effective than it would be had it compelled the target to attack itself. This spell can be cast on a blood beast but the casting is slightly different, the caster deals 1 point of temporary constitution damage per two HD of the blood beast to himself, and the blood beast takes no damage. In addition, the blood beast’s alignment becomes that of the caster and it follows the caster just as any summoned creature does (it automatically understands the caster’s orders no matter what language the caster speaks in) and is very protective of the caster. Controlling a blood beast in this way counts towards the maximum number of HD of undead a caster can control. Focus: A ritual dagger worth at least 500gp that is used to draw the casters own blood Blood Spike Necromancy Level: Sor/Wiz 1 Components: V, S, M, F Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One creature Duration: Instantaneous Saving Throw: None Spell Resistance: Yes The caster cuts a small furrow into his palm dealing 1 point of damage to himself, then launches a spike of his own blood out of the wound and into the target dealing 1d4 damage per two caster levels (maximum 5d4), this requires a ranged touch attack. Any injury or contact poison currently affecting the caster (the caster must not have saved for or taken secondary damage yet) begins to affect the target as the contaminated blood travels into the targets bloodstream If the caster is immune to poison he cannot transmit poison to the target. This spell is often used in conjunction with the spell Tainted Blood. Focus: Anything that the caster can use to cut himself Material Component: The casters own blood shot from the wound Tainted Blood Necromancy [Evil, Mind-Affecting] Level: Sor/Wiz 8 Components: V, S, M, XP Casting Time: 1 standard action Range: Special; see text Target: The casters blood Duration: 2 full rounds/ permanent Saving Throw: Will; see text Spell Resistance: Yes The caster fills his own blood with corrupting evil. Any creature other than the caster that ingests, or otherwise gets the casters blood within it within two rounds becomes contaminated. The contaminated creature shows no initial reaction to the spell, but every ten days the creature must make a will save or fall one step towards chaotic evil (the DM should decide whether this be an immediate alignment change, or whether it should be more gradual. Perhaps the creature begins to lash out at others, becomes spiteful, etc.) as the blood whispers dark suggestions into the creatures mind, the affected creature doesn’t notice any affect of the spell. Tainted Blood cannot be dispelled by a spell of lower level other than Limited Wish. Material Component: The casters own blood XP Cost: 1000 XP Transmute Water to Blood Transmutation Level: Cleric 5, Sor/Wiz 4 Components: V, S, M, F Casting Time: 1 standard action Range: Touch Area: Up to two 10-ft. cubes/level (S) Duration: Permanent Saving Throw: None Spell Resistance: No This spell is popular among evil warlords who want to add some flare to their castles of doom (nothing says, “I’m evil” like a huge pool of blood in the middle of your throne room) and among clerics who wanting to scare evil kings. This spell transforms water into blood. Arcane Material Component: A drop of the casters blood flung into the water Arcane Focus: A ritual dagger worth at least 500gp that is used to draw the casters own blood |
| calypso11-11-04, 08:25 PM | K, gonna do a blow-by-blow. Magma Missile K, I have two problems with this spell. One is the range. Long range is far too far. Should be close or medium. Second... it's a little overpowered for it's level, I think. If it required a ranged touch attack, I think that would be a good balancing factor. Other than that, kewlness. Prismatic Flames Interesting. Here's my thought. You pick the target before you know what the effect is going to be. So, isntead of it saying either "The target is hit with flames blah" or "The caster gains luck yadda", shouldn't it always be "The target blah?" So, there's a chance you'll be granting the dragon a little extra luck, or fireballing yourself, but hey, that's what you get with chaos. So, I might be inclined to make an equal number of positive and negative effects. Make some of them less devastating and make the damage ones a bit more powerful, and call it a 4th level spell. Then again, I'm evil. :D Amplify Gravity Definitely not a 7th level spell. I know you are just basing it off of reverse gravity, but reverse gravity has FAR more potential. I can come up with some really nasty combos with it, or you can even use it as a utility spell. I would also add in a clause that any flying creatures caught in the area of effect are dragged to the ground, taking damage as if they had fallen from the height they were at. And even with that, I'd say 4th or 5th level at most. Rhistel’s Spell Rage I'd make this one range touch, add in a clause that deals with nonspellcasters, and call it a day ;) Phasing Cool, looks good. Blood Bolt I see far too much room for abuse with this spell. Think about maximizing and empowering it. You're talking about a potential of 30d10 BASE, maximize (rod) and empower that, and it's 300+15d10. Blood Beast Not sure. Lemme continue reading. Btw, make sure you add that's temporary constitution damage... Blood Beast No clue, I'm bad at rating the power of monsters. Looks like CR around 8-10 if I had to guess. Blood Bond Two things... first, I would make it last day/level. Second, I would make the first part of the spell (blood-buddies) different thant he blood bonding of the panther. They're essentially two different spells. Blood Spike Neat. Of course, I see a potential problem with people poisoning themself (if they're immune) and then using this... Tainted Blood Problem is... really, the only time this is useful is a) if you're using the above 2nd level spell, or b) if you face a lot of vampires. I mean... it needs to be a high level spell, but it's almost never useful. Not sure how to fix that though. Transmute Water to Blood Why such a high level? The only abuse I can see for this if the caster is a vampire. Other than that, hardly worth a 5th level slot... Well, there ya go. Nice job :) Calypso |
| Nyat11-11-04, 08:53 PM | Gonna make some changes now, but I would like to explain myself on some of these Rhistel's Spell Rage This ones personal range for the caster, I made it for a Wizard character (named Rhistel) I've been working on who's sister was killed by a certain cult of magic hating clerics. And this spell is mostly for when he finally confronts them he can go ballistic and start hurling destruction everywhere. Blood Bolt I was kind of meaning to add that if the spell is maximized so is the backlash damage, and same goes for other metamagic feats effecting it. I'll add that now, hopefully that will be enough for balancing it. Blood Bond Originally there was only going to be one spell, just for controlling the blood beast, but I thought it would be kind of silly to have a spell that only worked when used with another spell. Although then I ended up doing that anyways with tainted blood, didn't I? Tainted Blood I know this ones not very useful, but I thought it would be fun for evil casters to cast on those pesky heroes. Transmute Water to Blood The potential abuse I can think of with this one is possibly drowning things that breath water but don't breath blood. Other than that I couldn't think of what level it should be so I threw one on. |
| unipsi11-12-04, 10:07 AM | Nice work. I am currently making a new plane called the blood-lands and these spells are perfect. Of course, they need some tweaking, but thanks for the ideas. |
| Nyat11-12-04, 01:29 PM | I'm happy to be of help, but if you want more ideas you should check out these Blood Elemental (http://www.wizards.com/dnd/article.asp?x=dnd/sb/sb20030208a) and Blood Mother (http://www.wizards.com/default.asp?x=dnd/mm/20030314a) |
| KP9111-12-04, 04:29 PM | Those Blood Elemental Articles are creepy. I was almost shaking in fear. |
| Nyat11-12-04, 04:44 PM | When I mentioned them to my DM he got that evil DM grin and talked about adding them to a gothic horror campaign hes working on. |