Could you help me determining level of these spells? [Archive] - Wizards Community

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Gemstone

03-10-05, 03:41 PM
Spirit bind
Necromancy [Spirit]
Level: Drd 6 , Sor/Wiz 7
Components: V, F, XP
Casting Time: 10 minutes
Range: Touch
Target: Either a living creature, or weapon, armor or shield
Duration: 1 day/level
Saving throw: Will negates
Spirit binds summons a spirit from the underworld and binds it to a creature or an object. This spirit will, in case that its bound to a living creature with more than 2 intelligence, act as its advisor and helper. The spirit has 3d6, +1 per caster level (up to a maximum of +10 at 20th level) points of wisdom, charisma and intelligence. The spirit also has 3 ranks, +1 per two caster levels (up to a maximum of +10 at 20th level) in one random skill (determined by the DM). There is a 20%, -1% per caster level (up to a minimum of 10%) chance per level though, that the spirit is of a different alignment than the recipent. In that case, the spirit will act accordingly to its alignment. A spirit of a different alingment than the caster, will try to make it behave acording to the spirits alignment and evil spirits, if different from their target, will trick and fool him/her.

If the target is a living creature, with less than 3 intelligence, the creature is possessed by the spirit, granting it the same intelligence, wisdom and charisma as the spirit (see above) for the duration of the spell. The spirit has total control over the subject and can speak 1 language per 5 caster levels of the caster. As described above, there is a chance that the spirit will be of a different alingment than the caster or the target. It will act as its alignment.

If the target is a shield, weapon or armor, it will temporary become a sentinent magic item with one special ability (from either table 7-5, 7-6, 7-14 or 7-15 in the DMG) and a +1 enchantment bonus. It has the same limits as above.
Material component: Ashes from a newly bruned corpse and gems worth at least 500 gp
XP cost: 1000 XP

I've cleaned up the spell, added ranks to the spirit and also included the XP cost.
I also changed the school of the spell to Necromancy [spirit]

Circle of Roses
Abjuration
Level: Clr 5, wiz/sor 5
Components: V, S, M
Casting Time: 10 minutes per level
Range: Touch
Target: One creature, plus another per two levels
Duration: 1/minute level
Saving throw: Will partial, see text
The caster inscribes a powerful sigil on the ground, around himself and his comrades. This sigil prevents any summoned creature to enter the area. If a summoned creature tries to enter the circle, it takes 1d6 damage per your caster level (up to a maximum of 15d6 at 15th level). It must also succed with a will saving throw to even enter the circle. If it fails, it can't enter the circle, but still takes damage. Summoned creatures can be shutted in with this spell, by simply reverting the casting of the spell, thus creating a powerful sigil. If the creature is a summoned creature, it can't leave the area of the spell.

Fixed it up and added a new sentence

False Strike
Illusion
Level: Sor/Wiz 1
Components: V, F
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: See text
Saving throw: Will negates
You cause one of your opponents to lose his ability to anticipate the movements of his enemy. If the target fails a will saving throw, he takes a -20 penalty on his next attack roll, or a -5 AC against the next attack made towards the target. This penalty only applies on the first attack roll, or the AC against the next strike.
Focus: A small bag och sand

I was thinking level 3 on this, but Im not sure since its a touch attack...

Mirasha's Recall
Transmutation
Level: Sor/Wiz 2
Components: V, F
Casting Time: 1 full round action
Range: Personal
Target: You
Duration: See text
Saving throw: None
You instantly remembers one specifik issue, name, or place. This has to be something you actually knew once and has forgotten. If you cast this spell to remember something you already remember, the spell simply fizzles. The spell can also be used to recall anyone first level spell cast the same day, as if you just had prepared it, or any one first level spell slot.

Not to much to say about this. Its level two thanks to the recall spell ability

Mirasha's Retreat
Transmutation
Level: Sor/Wiz 2
Components: V, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving throw: None
When casting Mirasha's Retreat, you gain knowledge of how to flee the best way. This results in that you gain a +10 ft. to your speed, all attacks against you has 10% miss chance and as long as you'r moving and you gain a +4 dodge bonus to AC. This spell however, prevents you from doing anything else than retreat. Anything else than move actions will end the spell. You can take a single move action each turn away from your foes and still retain the benefits of the spell.

Changed the spell level

Underworld Gate
Necromancy
Level: Clr 8, Sor/Wiz 8
Components: V, F, XP
Casting Time: 1 standard action
Range: 10 ft., +5 ft./2 levels
Duration: 1 round/level
Saving throw: None
When this spell is cast, you open a gate into the underworld. When doing so, you also draws the spirits close to the gate into it, sending them into our world. This has several effects. First of all, you may summon a Shadowspirit that obeys your command for the duration of the spell, and then is sent back to the underworld. You may also summon a spirit from the underworld that can answer questions as per a commune spell. Each round, the gate created by this spells summons a Greater Shadow, without alligiance to anyone except itself. This shadow attacks everything in sight. The last use for this spell, is to enter the gate and enter the underworld itself.
Material component: A whiterin
XP cost: 1000 xp

This spell needs serious revision... any thoughts?
PurdueDave

03-10-05, 07:05 PM
Did I miss the XP cost?

I'm thinking 7.
Vatras

03-10-05, 07:45 PM
So you want to create sentient magic items which grant special abilities. The DMG does not allow this for players, so we enter uncharted ground.

I would put the spell at 7th level and set the XP cost mentioned in the component line (omitted in the text) to 1.000xp (or shorten the duration to 1 hour per level and set cost to 250xp).
Gemstone

03-11-05, 05:11 AM
Ops! Yes, the XP cost is supposed to be 1.000 xp for casting the spell. Shortening the duration to 1 hour per level however, is negating much of the power that I think the spell gives. Oh, I should probably clear up a few things about the spell to...
questionc

03-11-05, 10:29 AM
I like this spell, but I don't understand why Druids would have a head-start on it and clerics don't have access to the spell. It doesn't seem to have anything to do with natural forces, nor animal or plant life.

So, "Drd" needs to be replaced with "Clr" IMO, but the spell seems fine.
Gemstone

03-11-05, 12:27 PM
I like this spell, but I don't understand why Druids would have a head-start on it and clerics don't have access to the spell. It doesn't seem to have anything to do with natural forces, nor animal or plant life.

So, "Drd" needs to be replaced with "Clr" IMO, but the spell seems fine.
Acutally, this spell was created for a world were druids are renamed to Schamans (and I've edited their spell list a bit), thus giving them more control over spirits and such. Clerics have a harder time summoning spirits and such since their gods aren't willing to send their kept spirits down to the cleric (they gain power from souls devoted to them, even in death. That's why souls are something worth trading. A demon gathering enough souls may gain divinity). Thus having it as a druid spell makes more sense.

I also placed it as an druid spell since it can be used to create a temporary überanimal
Gemstone

03-11-05, 06:04 PM
Oh, I posted some new spells by the way, please look through these to ^^
Gemstone

03-12-05, 04:54 PM
I would appreciate any help I can have :)
Gnarl

03-13-05, 04:26 AM
Spirit bind: it can target any creature ? If so, then don't forget that it's similar to a dominate monster with some mitigating factors (no control, an a stiff xp cost). Level 7 seems ok since it's unlikely anyone would ever use it on a creature.

Circle of Roses Check out magic circle against evil. I think it roughly does the same thing plus a couple of bonus and only 3rd level. This one is way underpowered for it's level. In any case, a damage cap would be a good idea and also all the trash on forcing a barrier on a summoned creature is missing.

False Strike Some kind of True strike with a saving throw. I'd make it first level. I'd also make it either an illusion spell or an enchantment spell, depending on the way you see how the spell does it.

Mirasha's Recall A lazzy player's best friend :D. This one is good.

Mirasha's Retreat Being able to make a move action and still benefit from the spell makes it a nice wizard defensive spell since you can both move and toss a fireball. So yes, level 2 or 3. Don't know too much about this one. Adding something like, up to one round per level wouldn't do no harm. I assume the spell lasts forever so long as you're moving.
Atar

03-13-05, 04:57 AM
any thoughts?
I think you should put [spoiler] tags around your signature, its WAY to big for confort ;)

Other than that I can't really see socs/wizards infusing people with spirits like in your first spell, I'd say thats more of a cleric thing to do. Unless you mean 'just' infuse them with wisdom, charisma and int, which also seems more like a cleric thing to do :) I'd say you make it Druid 6 / Cleric 6.

False Strike seems somewhat underpowered for a one round (or even less) effect. I'd say you drop the touch attack but the AC aswell. I take it that you mean to reverse True Strike into a combat spell, in that case the AC bonus makes no sense really since True Strike doesn't have it either, giving them miss chance would seem more likely but overpower the spell again.
For a level 2 spell its mildly underpowered as is; you have to come close to cast it, you have to make your touch attack, they have to fail their willsave, it only works for the next attack, you will prolly get an AoO against you. All things that would make me concider preparing a Melf's Acid Arrow instead and staying in the back.

Hope that helps :)
questionc

03-13-05, 07:37 AM
It's been said before, but Circle of Roses appears to be a more vanilla version of Magic Circle against Evil.

False Strike is an interesting spell, but it's clearly a level 1 spell, IMO. Compare it to say, Glitterdust, and it's clearly lacking for lvl 2.

Mirasha's Recall is wonderful.

Mirasha's Retreat looks pretty good. It needs a 1 rd/lvl duration, IMO, and instead of "10% miss chance", you might as well just well use conealment. The caveat that says you need to move "away from your foes" really seems kind of unnecissary too.
Gemstone

03-13-05, 10:25 AM
Thanks for helping me with spell levels ^^
questionc

03-13-05, 02:33 PM
PS: Who's Mirasha?
Gemstone

03-13-05, 05:38 PM
PS: Who's Mirasha?
I was wondering when anyone was going to ask that ^^

Well, about Mirasha...
Mirasha is a traveler and an adventurer, much like Marco Volo in the forgotten realms. Mirasha was once a mage, who turned to the path of a rogue and he has seen much of the known world of Achelios. He's been captured by orcs, survived chess games with dragons and even meet Silverhand (a deity) and he's still traveling around the world trying to see what he can see before his death. He's not a powerful mage, nor a fearsome fighter, but he has more luck than any other mortal has. Thus, many suspects that Silverhand holds his protective hand above him so that he never will run out of bad luck. He has crafted both items and spells, among these are:
Mirasha's Recall
Mirasha's Retreat
Call the wind
Deceptive behavior
Lucky roll
Shades

He's also the author of many books that treat lore and legends as regular school books.