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| Bjorn Borg03-17-04, 09:34 PM | Check out these new spells I made and please tell me what you think: Impact Invocation/Evocation Level: Sor/Wiz 4, Fire 4 Components: M,V,S Casting Time: 1 round Range: Medium (100ft + 10ft/lvl) Area of Effect: Special (see below) Duration: (see below) Saving Throw: 1/2 (reflex) Spell resistance: none There are two ways to use this lethal spell. One is unleashing a 10X10X10ft meteorite that crashes down on the selected area. The impact deals 1d6 +1 points of damage per caster level (for a maximum of 10d6 +10 at 10th level). The crater left behind is 20ft across and 5ft deep. The force of the shock wave, which travels out in a circular motion with a radius of 15ft, does an extra 1d8 points of damage. A saving throw is allowed for the meteorite but not the shock wave damage. Another way to use this spell is to have a shower of small, 2X2X2ft meteorites fall down on a larger target area (30 sq. ft.). One meteorite per round falls and strikes a random creature, doing 1d4 points of damage per caster level (max 10d6). The total number of meteorites that fall is equivalent to the level of the caster. A successful reflex save halves this damage. Reflection Abjuration Level: Sor/Wiz 4, Clr 4, Law 4 Components: V Casting Time: 1 standard action Range: Close (25ft + 5ft/2lvls) Target: 1d8 +3 evilly aligned creatures Duration: 1 round/lvl Saving Throw: Will negates Spelll resistance: yes After casting this spell, 1d8 +3 evill aligned creatures in the specified range are affected with a horrible curse. The curse basically steals the life from its victims, as their damage dealt to the party is 1/4 the damage they receive back. This curse lasts as many rounds as the caster level nad can only be negated by a rod of negation, a remove curse spell, or dispel magic cast by a magic user at no less than 12th level. I appreciate any comments or criticizisms about these spells and will try to create 2 new spells per week. Thanks. |
| adiaven03-17-04, 09:59 PM | Impact - Why is this in the Fire domain? doesn't have much to do with fire - You have materil component listed, but didn't put in the description what it is. This spell can do 106 damage per round for 10 rounds for a 10th level caster? Uhhh.. that is a bit much for a 4th level spell.. Cut the damage or the duration. See Acid Fog or Incinidary Cloud for higher level area damage over time spells. Add in no SR and does non-elemental damage, and this spell is way overpowered. Reflection - If it only works on Evil creatures then consider putting the [Good] descriptor and putting it in the Good domain instead of law... - you might want to remove the "to the party". Just leave it at "any damage dealt" And you might want to tone down the spell a bit.. consider making only damage dealt to the caster be reflected.. or reducing the number of targets affected. |
| Merlion03-17-04, 10:02 PM | Ok on Impact a couple of things. One, it should be Conjuration (Creation) since it creates something physical and avoids spell resistance. Also it should have the (Fire) descriptor Second, the exact area needs to be defined better on the first effect. I'd say just make it a 10 or 15 foot radius for the whole thing. As to the damage...the 1d6+1 per level should be half fire, half bludgeoning..and probably none of it subject to SR, but half of it subject to DR. With the 2nd version, first you must decide if it does d4s or d6s (should probably be d4s). Next, just have it do 1d4 per caster level to all in the 30 feet. And again, half bludgeoning, half fire, none subject to SR, half subject to DR. Edit: and the duration for either effect should be Instantaneous. For Reflect...probably easier to be like 1 creature per 3 or 4 levels that can be no more than say 15 feet apart. And just say they take 25% of the damage they deal to the caster and allies. Or it might be better as a radius spell..say 10 feet...and any attack made on the caster or any allies within the aura is partialy turned on the creatures. Also, it seems it should be in Good not Law |