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| Farland09-15-06, 09:21 AM | So here is a new idea for a spell. I call it Bind Weapon. It is very rough, so give me lots of critiques and feedback. Bind Weapon Transmutation Level: Sor/Wiz 2, Protection 2 Components: V,S,M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One weapon Duration: 1 round/level Saving Throw: None Spell Resistance: Yes A thin, gray ray springs from your pointing finger. You must make a successful ranged touch attack to hit a weapon held by a target (the weapon has the touch AC of the wielder). For every four caster levels beyond 1st, you gain an additional ray--two at 5th level, three at 9th, four at 13th, and the maximum of five rays at 17th level or higher. You may only shoot one ray per round as a standard action. If the ray strikes a weapon, the wielder of the weapon must succeed on a DC 18 STR check to maintain his grasp on the weapon, in which case the spell has no effect; otherwise the weapon is pinned to the ground as if by a powerful force. An unattended weapon is automatically pinned by the spell. A weapon so affected can only be recovered with a DC 20 STR check performed as a full-round action. Once the item is recovered, the spell effect ends. This spell affects magical weapons but does not affect natural weapons, artifacts or relics, or objects that are not weapons, even if they are currently being wielded as impromptu weapons (i.e it only affects things listed in the SRD as weapons). Binding a weapon attached to a locked gauntlet will effectively pin to the ground the arm of the wielder until the gauntlet is removed or unlocked. Material Component: A small magnet. What do you think? Is the level appropriate for its power? How about the mechanism? I thought of an auto-hit spell that allows a FORT or will save, but I decided to go with this. |
| Farland09-16-06, 09:28 AM | No one has any comments? That's unusual for this board. |
| Thiez09-16-06, 10:20 AM | Oh well, if you insist. I'd go with Evocation [Force] as a school. If you shoot rays, it should look like this: Bind Weapon Transmutation (Or Evocation [Force] if you think I'm right! :P) Level: Sor/Wiz 2, Protection 2 Components: V,S,M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: One or more rays <---- This is the important bit Duration: 1 round/level Saving Throw: None Spell Resistance: Yes I don't think you should be replacing domain spells. Shield Other is something many people wouldn't want to lose. I think this spell doesn't fit the profile of the Protection better than Shield Other, anyway. If you feel like being nice, you might want to give the item a will save. |
| Farland09-16-06, 12:06 PM | Oh well, if you insist. I'd go with Evocation [Force] as a school. If you shoot rays, it should look like this: Bind Weapon Transmutation (Or Evocation [Force] if you think I'm right! :P) Level: Sor/Wiz 2, Protection 2 Components: V,S,M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: One or more rays <---- This is the important bit Duration: 1 round/level Saving Throw: None Spell Resistance: Yes I don't think you should be replacing domain spells. Shield Other is something many people wouldn't want to lose. I think this spell doesn't fit the profile of the Protection better than Shield Other, anyway. If you feel like being nice, you might want to give the item a will save. Ah, I need to add an effect line. Thanks. But I don't understand why this would replace shield other. Wouldn't it simply be another spell that someone with the protection domain could choose to memorize? |
| Thiez09-16-06, 12:40 PM | I can't think of any domain that has more than 1 spell per level, so I assume that is the way domains work. Adding a spell to a domain would have the effect of removing the old one. However, I could be wrong. If I am incorrect, would someone be so kind to point out a domain from an official source that has more than one spell per spell level? :) Edit: I think the 'effect' line should replace the 'target' line. I'm not quite sure about that, though. |
| infideli09-16-06, 12:42 PM | But I don't understand why this would replace shield other. Wouldn't it simply be another spell that someone with the protection domain could choose to memorize? When a spell has a domain name mentioned, it means that it is a spell on a cleric's domain list (obviously). Domain spells can be cast from a domain slot, used from magic items, cast to enchant magic items, but NOT prayed for to fill normal cleric slots unless it is also a normal cleric spell. SRD: "If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot." That sucks. G |
| Farland09-16-06, 01:00 PM | When a spell has a domain name mentioned, it means that it is a spell on a cleric's domain list (obviously). Domain spells can be cast from a domain slot, used from magic items, cast to enchant magic items, but NOT prayed for to fill normal cleric slots unless it is also a normal cleric spell. SRD: "If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot." That sucks. G Right, of course, domain spells can only be memorized in the single domain slot. But you do have a selection of domain spells. The SRD does say you have two domain spells per level, and I can see how this could be interpreted as meaning only two, but it doesn't say only and thus I am not clear that you can only have two. Hmmmm.... |
| Thiez09-16-06, 01:15 PM | Alright children, I'll give you two apples each. And I'll slap each one of you who asks why they only got two, because I didn't say they'd get 'only' two apples. |
| infideli09-16-06, 01:26 PM | I have been making "unique" spells for a group of wizards who will be my next host of PCs to choose from and play. One chooses force magic, another is a conjurerer, and the first one I'm trying out is a generalist who collects and creates spells (collegiate wizard feat). Here is version of the same spell effect that your spell creates. Stay Blade Evocation [Force] Level: Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One large or smaller weapon Duration: 1 minute /level (D) Saving Throw: Will negates Spell Resistance: Yes You anchor a single weapon to its current location, rendering it useless for attack. The creature carrying the weapon (or the magical weapon if it has a higher save) must make a Will save or the weapon is enveloped in force. An enveloped weapon becomes anchored to the spot in space and can support up to 200 pounds of weight before falling down to the ground or floor. The weapon can dropped as free action or be moved up to 10 feet per round in any direction with a successful Strength check DC 20. Moving the weapon is a full-round action. Dropping, moving or pushing the weapon to the ground does not end the spell. I want it to be a first level spell, so I might have to shorten the range? I don't think it is too powerful since you can just drop the weapon and use a back-up. Any thoughts? The next spell is more questionable. G |
| infideli09-16-06, 01:31 PM | This spell is for the same "force mage". I might make it 3rd level and increase the targets to 1/caster level (maximum 10). Any thoughts? Hindering Hands Evocation [Force] Level: Sor/Wiz 2 or 3rd Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: Up to 5 weapons within 15-ft. radius or 1/level (max 10) Duration: 1 round/level (D) Saving Throw: None Spell Resistance: Yes Hindering Hands creates transparent human-sized hands of force that streak out to grasp the weapons targeted. One hand per two caster levels is created (up to 5 maximum at 10th level). The hands must make a touch attack to affect the target and dissipate if the attack fails. A creature can be targeted once by the spell and no targets can be further than 30 feet apart. A creature can drop an affected weapon and act normally as the hand holds the weapon in place, or it can make a Strength check DC 20 to use the weapon (a full-round action). If the check fails, no attack is possible that round. If the check succeeds, a single attack is made with a –5 circumstance penalty to hit and damage. Material Component: A small piece of cured leather cut in the shape of a hand tossed to complete the spell. |