Bite-Eye (New Spell, PEACH) [Archive] - Wizards Community

Post/Author/DateTimePost
CryoSilver

11-24-07, 12:04 AM
Bite-Eye
Transmutation
Sor/Wiz 4
Components: V,S,M
Casting Time: 1 action
Range: Close
Target: 1 creature
Duration: 1 round/2 caster levels
Save: Fortitude partial
Spell Resistance: Yes
This spell causes a creature's eyes to burst out of its head, grow tiny mouths and begin biting everything in sight. The target creature must succeed at a Fortitude save or it takes 1d4 damage per caster level (max 10d4) and is permanently blinded (only Regeneration can restore its eyes) and up to one eye per 4 four caster levels becomes a tiny biting menace (all eyes are lost, but only 1 per 4/CL animates). If it succeeds, it still takes 1d4 damage per caster level (max 10d4) and is blinded for 1d4 rounds. Creatures without discernible anatomies, or that have amorphous eyes (gibbering mouther, for example) are immune to this spell. Beholders are a special exception, as well, their central eye being immune; their other eyes can still be targeted.

Treat the eyes constructs 4 size categories smaller than the creature with fly speed 20 and a bite attack appropriate for their size. A medium sized creature's eyes would therefore be Fine constructs with 2 hp, AC 18, fly speed of 20 feet and a bite attack that does 1 damage at +8 to hit. They remain animated for 1 round per caster levels, or until destroyed, and do not return to the creature's head when the spell expires. The caster can command the eyes as a move action; otherwise, they just attack their former owner.
Material Component: a dried humanoid eye and a tooth
locustechpriest

11-24-07, 12:41 PM
Does this remove only 1 eye / 4 CL, or is that the animation ratio? For example, and eighth level caster uses this on a gibbering mouther. Does it lose all it's eyes or just two?

Also, give consideration to the fact that not all eyes are the same size. While human eyes may be fine, a beholder's central eye is not. You might designate that the target is only a person (humanoid), which would essentially fix that problem entirely. (Most humanoids have only two eyes, and thier eyes tend to all be about the same size.)
CryoSilver

11-24-07, 12:48 PM
All eyes are removed. One per 4 CL is animated.

Perhaps I should say that the eye is 4 size catrgories smaller than the target?

That'd make a beholder's eye Diminuitive. Most creatures don't have a large central eye, so it'd be less of an issue. Also, as a DM, I'd rule that the central eye couldn't be affected, since it's more or less a giant antimagic cannon.
locustechpriest

11-24-07, 06:51 PM
Thanks for the clarification. Obviously you can't cover all points, so I wouldn't put a definate creature size -4 to the eyes, but certainly mention that it is common (at least among humanoids).

I don't see why the central eye would be immune. It is not itself coated in antimagic. Also, if it were to be excluded, sight would (obviously) be preserved, though all-around vision would be out. In short, a houserule of that variety would be troublesome.

With things like gibbering mouthers and chaos beasts... well, aberrations in general, a lot of questions tend to arise. I guess if you really want this to affect all creatures, you will have to rule with caution in certain cases.

I would suggest that it only be effective on creatures with discernable anatomy and eyes (whch would exclude chaos beast and gibbering mouther, among others). It should fail outright if targeting a creature that does not suffer from both anatomical regularities. (^-^)
CryoSilver

11-24-07, 10:45 PM
Edited for clarity and as per suggestions.
locustechpriest

11-26-07, 10:48 AM
Does a failed save result in damage as well? Otherwise, looks interesting.
CryoSilver

11-26-07, 12:18 PM
Yes, it does now.

This goes in the collection of other spells I have written that are unnecessesarily cruel or painful.
locustechpriest

11-26-07, 08:26 PM
Wow, not even half damage on a success. Painful. So is this collection posted here on the web? Direct me to it, as I am all for needless torment. :D

PS. Sorry that I am of no use whatsoever in the balance department. I am much more concerned with creativity and clarity.
CryoSilver

11-26-07, 09:13 PM
Air Theft
Transmutation
Sor/Wiz 7
Components: V,S,M
Casting Time: 1 action
Range: Medium
Targets: 1 creature with lungs or similar organs
Duration: 1 round/level (C,D)
Save: Fortitude partial
Spell Resistance: Yes
This spell deoxygenates the target's blood and alters their lungs to be unable to process oxygen (or other vital gas). The target immediately begins suffocating and takes 1d4 points of strength and wisdom damage each round on the caster's action as tissues die or fail to function. A successful fortitude save negates the suffocation, but not the ability damage. Furthermore, the creature is still exhausted for the duration of the spell, regardless of it makes its save or not.
Material Component: tiny hollow crystal sphere worth 500gp

Dissolve
Transmutation
Sor/Wiz 7
Components: V,S,M
Casting Time: 1 action
Range: Close
Target: 1 creature
Duration: 1 round/3 caster levels
Save: Fortitude negates
Spell Resistance: Yes
This spell turns a creature's vital fluids into extremely potent acid. Each round, the creature takes 1d6 acid damage per 2 caster levels (max 8d6) and takes 1 point of Strength, Dexterity and Constitution damage as the acid eats away at tissues. A successful Fortitude save negates this spell's effects; it may be repeated once each round, a success halving the damage for that round and ending the spell. This spell does not affect creatures without vital fluids, such as constructs and most undead.
Material Component: a vial of blood

Immolate
Evocation
Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Medium
Targets: 1 creature/2 caster levels, none of which may be more than 30 feet apart
Duration: 1 round/caster level max (Concentration+3 rounds)
Save: Reflex negates (see text)
Spell Resistance: Yes
This spell lights creatures on fire. Targets immediately take 1d6 fire damage and automatically catch fire (even if they are not normally combustible). Each round thereafter, the targets may attempt reflex saves to put out the flames, which deal 1d6 damage. Targets that move away from each other after the spell is first cast still burn; they must simply be within 30 feet when the spell is initially cast.

Impale
Conjuration
Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Medium
Effect: 1 lance of stone
Duration: 1 round/2 caster levels (D)
Save: Reflex negates
Spell Resistance: No
This spell causes a lance of stone to surge out of the ground and impale a creature. If the creature fails a reflex save it takes 5d6 damage and is impaled. For the duration of the spell it takes 1d6 damage per round and cannot move out of its square(s), loses any Dexterity bonus to AC and must succeed at a Fortitude save each round to take more than a single move or standard action. Escaping impalement requires breaking the lance (Full round action, Strength check or Escape Artist at DC 20. If the impaled creature makes the attempt, it takes -3 on the check. When freed, the creature takes another 1d6 damage and bleeds for 1 point of damage each round until it receives a Heal check at DC 25 or is magically healed. This spell does not affect amorphous creatures such as oozes or creatures not in contact with the ground at the time of casting.

Skullblast
Transmutation
Sor/Wiz 6
Components: V, S, F
Casting Time: 1 action
Range: Close
Target: 1 living creature with a head
Duration: Instantaneous
Save: Fortitude partial
Spell Resistance: Yes
This spell causes all of a creature's blood or vital fluid to rush to its head, causing the head to explode violently. If the creature fails its fortitude save its head explodes and sprays all other creatures within ten feet with blood and bone fragments, dealing them 1d6 damage per three caster levels (max 6d6). A successful reflex save reduces the damage by half. If the target creature succeeds at the fortitude save it still takes 3d6+1/caster level damage from the cerebral hemorrhaging and stuns the creature for 1 rounds if it fails a second fortitude save.
Focus: a humanoid skull
locustechpriest

11-26-07, 09:25 PM
I absolutely adore impale and have swiped it. :D Immolate and disolve are likewise beautiful.

A few questions: If the save is successful on disolve, is the ability damage negated, or does it remain? (I think the usual process is a minimum 1 damage, even if halved, but had to ask.) Why does air theft have ability damage? (The description only indicates processes that I would assume to create suffocation, and I find it hard to understand the cause for the extra damage.)

I'd suggest mentioning a damage type (slashing?) for skullblast as that is sometimes an issue (zombies and skellies come to mind). ;)
CryoSilver

11-26-07, 09:58 PM
Since fractions are rounded down, a successful save negates the ability damage.

Air Theft is mostly that way because if there was no ability damage, it'd be too weak for a 7th level spell.
Arelia

11-26-07, 10:07 PM
I don't think the eyes would be *real* tiny flying biting menaces without Improved Evasion. XD

And maybe Weapon Specialization: Tiny Teeth.