The Council of Archmages [Archive] - Wizards Community

Post/Author/DateTimePost
DiplomaticSorcerer

02-29-04, 03:17 PM
This is the Council of Archmages(or CoA for short). The threadkeepers of the CoA (Archmage of Netheril, Aravilar_Holistacia, Finwe, and myself) decided to move the thread here from classes so we could be in an environment that was a little more suited to us. We discuss spells, spellcasters, and magic items(and sometimes we'll get a little sidetracked and start talking about some wild topic). If you want to join the council, just give us a domain(as long as it's not an uber-domain, such as race domains), and we'll tell you if it's acceptable. For example, my domain is fire.
So, my title is: DiplomaticSorcerer, Archmage of Fire. :D
OK, I'll start things off by giving everyone a topic to discuss. I recently thought about making a Magic-user that manipulated gravity to defeat his enemies. I came up with a few spells, such as Gravity Shift, where you could shift gravity's pull in an area in any direction you please for a short period of time. I also came up with Black Hole, Gravitic Vortex, Vacuum, and a few others. Post about some gravity spells you've thought up, or just post about the ones that I already suggested. Should the spells be able to work together, or would the most recently cast replace the first? Is it an impractical idea? An interesting one? A good idea? Post your thoughts. Please stick to the topic.

We also have a Conforums site (http://archmages.conforums.com/index.cgi). Feel free to visit and join.
Finwe

02-29-04, 03:32 PM
Hello, DS!. I am glad that we are not using conforums (it's kind of a grudge that I have against it). However, the spells and magic items idea was a great one! For gravity spells, have you ever thought about something like "reduce weight"? You could make it give you a jump tumble and climb bonus, scaling with your caster level. You could also have an antigravity field, which makes the entire area have no gravity!
sculyblast

02-29-04, 03:35 PM
DS you might want to try a spell that changes the weight of something so they are better portable

I can allready imagation a halfling walking around with his hand above him bearing a very large rock
Aust Evermore

02-29-04, 06:13 PM
Hi I'm here. Present and acounted for. Man this is nice. All clean and clear. That other one was getting a tad bit...hmmm what's the word I'm searching for..."BIG"
aravilar_holistacia

02-29-04, 08:31 PM
*raises hand* Here!

Good job with the thread-move, DS; now we can start fresh with a new topic.

Member List (Active Members):

Threadkeepers: Archmage of Netheril, DiplomaticSorcerer, Finwe, Aravilar Holistacia


Archmage of Netheril, --Founder--
DiplomaticSorcerer, Archmage of Fire
Finwe, Archmage of Temporal and Planar Magic
Aravilar Holistacia, Archmage of Elven High Magic
Sculyblast, Archmage of Shadows
Baerdith, Archmage of Lore
Dantedarkstar, Archmage of Arcane Superiority
Eldren, Archmage of Chromatic Magic
Raven Dark, Archmage of Debilitation Magic
Gellion, Archmage of Evocation
Look Within My Mind, Archmage of Spell Storing and Spell Wards
Frostbite Ravenheart, Archmage of Music and Emotions
BlaineTog, Archmage of Prestidigitation
Aramek, Archmage of Blue Magic
Necrodude, Archmage of Pain
Bait, Archmage of Sonic Energy
Aramar, the Black Archmage of Ice
Kedi, Archmage of Life and Death
Ice Wizard, Archmage of Water
Malyss the Defender, Archmage of Counterspelling and Defensive Magic
Thunderpuck, Archmage of Secrets
Lady Clarensa Trent, Archmage of Enchantment
Alpha_Lord, (pending)
Frozen Diamond, Archmage of Electricity
wolf_mage, Archmage of Wind and Storms
bahamut_0, Archmage of Gravity


OT: What about a gravity spell that would be... like... inverse gravity? It would be like a black hole.
baerdith

02-29-04, 09:09 PM
Present!
Finwe

02-29-04, 09:33 PM
Inverse gravity is just implosion under a different name. Although black hole could be cool - it summons a sphere of anhialation which forces everyone within 5ft/caster level to make a reflex save or be sucked in and die. 'Twould have a hefty material component and XP cost though...
DiplomaticSorcerer

03-01-04, 03:04 PM
Originally posted by Finwe
Inverse gravity is just implosion under a different name. Although black hole could be cool - it summons a sphere of anhialation which forces everyone within 5ft/caster level to make a reflex save or be sucked in and die. 'Twould have a hefty material component and XP cost though...
Well, I'd rather have it create something besides a sphere of annihilation. I mean, it can hurt you and your allies, it's not based on gravity, and it's (in my mind) a little out-of-date. I'd rather just come up with my own stats and rules for the center of an all-consuming black hole(Of course, this will be a ninth-level spell or more, seeing as a black hole has the largest amount of gravity possible in a universe). Hmmm....I wonder, would the smaller-than-atom-sized kernel that spawned the big bang be a giant black hole?
aravilar_holistacia

03-01-04, 06:30 PM
Let's not turn this into a Quantum Mechanics discussion (save that for MSN, DS) ;)

Gravity spells should force the affected creatures to make a Will save each time they try to use teleportation magic to escape the area of effect :D
Finwe

03-01-04, 08:20 PM
Well, sphere's of anhialation are the closet thing in current D&D rules to an actual black hole, so that's what I went with. After all, there's no way in hell that anything below a greater god could do ANYTHING about it when they were sucked into the event horizon.
baerdith

03-01-04, 08:39 PM
Sorry to pull the thread away but I have worked on this for a week now. What do you think??. :)

The Arch-Bard:

Baerdith Starwanderer
Bard23/Archmage2/Loremaster3 Patron: Oghma
131 hp

CR 28; Medium-sized humanoid; Speed 30 ft.; AL NG
Str 10, Dex 13, Con 15, Int 20, Wis 13, Chr 20 (24).
SQ: 1/2 elf abilities, Bardic Music (+29), Bardic Knowledge, Archmage High Arcana, Loremaster Secrets, Spell Like Ability: Greater Shadow Conjuration (2 per day)

BAB: +18/+13/+8/+3
Fort: +10
Ref: +16
Will: +16
(includes Epic attack and save bonuses)

Skills:
Concentration +10, Craft: Alchemy +15, Craft Musical Instruments +10, Decipher Script +15, Diplomacy +15, Gather Information +15, Heal +24, Knowledge (History) +15, Knowledge (Religion) +12, Knowledge (Arcana) +26, Listen +12, Move Silently +10, Perform (sing) +22, Perform (Storytelling) +9, Perform (strings) +9, Profession: Herbalist +10, Sense Motive: +10, Spellcraft +22, Speak Language (Draconic), Speak Language (Netherese), Spot +11, Ride +10, Use Magic Device +17.

Feats:
Spell Focus (Enchantment/Charm), Spell Focus (Illusion), Craft Wondrous Item, Forge Ring, Craft Rod, Skill Focus (Knowledge-History), Skill Focus (Spellcraft), Improved Spell Capacity (7th level spell), Spell Knowledge (Two 7th level spells), Improved Spell Capacity (5th Level spell), Improved Spell Capacity (7th Level spell)

Loremaster Secrets: Instant Mastery (+4 Heal), Applicable Knowledge (Improved Spell capacity Feat)

Spells per day:
0: 4
1: 6
2: 6
3: 6
4: 5
5: 4 (6)
6: 4
7: 1 (2)

Spell DC 17+Spell level (19+ spell level for Illusion and Enchantments)
(Would the High Arcana Spell Power +1 add anything to this?)

Spells Known:
0 Detect Magic, Fine Tuning, Light, Read Magic, Prestidigitation, Summon Instrument
1 Ambient Song, Charm Person, Comprehend Languages, Cure Light Wounds, Identify
2 Cure Moderate Wounds, Heroism, Invisibility,Eagle's Splendor, Tongues
3 Charm Monster, Cure Serious Wounds, Glibness, Healthful Slumber, Sculpt Sound
4 Choir, Cure Critical Wounds, Know Vulnerabilities, Legend Lore, Leomund’s Secure Shelter
5 Cure Light Wounds, Mass, Greater Dispel Magic, Shadow Evocation, Song of Discord, Improvisation
6 Analyze Dweomer, Geas, Hero’s Feast, Greater Scrying
7 Greater Arcane Sight, Greater Shadow Conjuration

Archmage High Arcana: Spellpower +1, Spell Like Ability (7th level Slot)


Common Items Carried: Modified Rod of Splendor: Leo's Shelter instead of Fabricate, Ring of Invisability, Ring of Shooting Stars (Borrowed Faerie Fire from a druid), Rod of Thunder and Lightning (shadow), Any Magical stringed instrument.
aravilar_holistacia

03-02-04, 09:16 AM
I saw your post at Harpers, baer :D

I like the stats, baer. A bard/archmage... Cool! Truly, the Arch-Bard of the Council. :)

I wonder if Frosty can top that... :P
sculyblast

03-02-04, 09:51 AM
I wonder if this satifies Frostbite's avatar
dantedarkstar

03-02-04, 10:28 AM
Now, now.

I have several... issues with the Arch-Bard.

1: How does he have Greater Shadow Conjuration and Greater Arcane Sight ? I don't see any spellcasting class in the build besides bard, and I can't find those spells on Bard's spell list. Spell Kowledge never lets you choose spells from outside your spell list.

2:Spell DC 34+spell level ??? :eek:
I think you do read the PHB wrong. It's 10 + Charisma modifier + spell level. Not 10 + Charisma score + spell level. DC should be 17+ spell level (+1 Enchantments and +1 Illusions from spell focuses).

3:How did you qualify for Archmage ? He can't cast 7th level arcane spells. You need Heighten Spell and 7th level slot from Improved Spell Capacity to actually qualify. 7th level spells != 7th level slots.


Besides, ISC's are chosen in very unoptimal way. You should get 7th level slot with first, then get 8th, 9th and 10th.
It is always the best, since you can always use higher-level slot to cast lower level spell, and you get bonus spells from high ability scores and like for each level of spells, including the ones gotten by ISC. It's 100% advantagous to take higher level slot than lower level one.

However, with little tweaking, he will be legal and OK (Heighten Spell, no spells from not his spell list, spell DC fix).
baerdith

03-02-04, 12:11 PM
Originally posted by dantedarkstar
Now, now.

I have several... issues with the Arch-Bard.

1: How does he have Greater Shadow Conjuration and Greater Arcane Sight ? I don't see any spellcasting class in the build besides bard, and I can't find those spells on Bard's spell list. Spell Kowledge never lets you choose spells from outside your spell list.

2:Spell DC 34+spell level ??? :eek:
I think you do read the PHB wrong. It's 10 + Charisma modifier + spell level. Not 10 + Charisma score + spell level. DC should be 17+ spell level (+1 Enchantments and +1 Illusions from spell focuses).

3:How did you qualify for Archmage ? He can't cast 7th level arcane spells. You need Heighten Spell and 7th level slot from Improved Spell Capacity to actually qualify. 7th level spells != 7th level slots.


Besides, ISC's are chosen in very unoptimal way. You should get 7th level slot with first, then get 8th, 9th and 10th.
It is always the best, since you can always use higher-level slot to cast lower level spell, and you get bonus spells from high ability scores and like for each level of spells, including the ones gotten by ISC. It's 100% advantagous to take higher level slot than lower level one.

However, with little tweaking, he will be legal and OK (Heighten Spell, no spells from not his spell list, spell DC fix).


In order:
1 Improved spell capacity gives 7th level spell slots.
Spell knowledge says: "You learn two new arcane spells of any level up to the maximum level you can cast."
Doen't say what list they have to come from, and due to the limitations of the bard list, why would they NOT be able to take Wiz/Sorc spells? PhB says Bards 'can' add unusual spells that they have experienced (ie not on the spell list) so GAS and GSC

2 DC I'm stil puzzling over the DCs
One thing what's the difference in a 20th level caster with an 18 stat casting a 5th level spell and a 10th level caster with an 18 stat casting the same spell??
Caster 1 10+4+5=19
Caster 2 10+4+5=19
Should not the 20th level caster's spell have a more powerful DC?

3 With the epic feats he can qualify

4 the ISC 2 7th slots one castable, one burned in the High Arcana and the extra 5th allows the character to only lose one 'usable' slot for the two high arcanas (4+1 high chr+1 ISC-2=4
sculyblast

03-02-04, 03:54 PM
oh wait I thought you posted a Prc here but it seems to be only a CHaracter,

in that chase Characters are better posted on the Ooc thread on the roleplaying section (or the character posting board on the CoA boards which I am now going to suggest at the suggestion thread).

talking about roleplaying threads, AoN when are you going to have the THread done?

dantedarkstar you are welcome
baerdith

03-02-04, 04:48 PM
Originally posted by sculyblast
oh wait I thought you posted a Prc here but it seems to be only a CHaracter,

in that chase Characters are better posted on the Ooc thread on the roleplaying section (or the character posting board on the CoA boards which I am now going to suggest at the suggestion thread).

talking about roleplaying threads, AoN when are you going to have the THread done?

dantedarkstar you are welcome

It was just a way to show the possibility of the Arch-Bard.
dantedarkstar

03-03-04, 05:42 AM
Now now. I understand you. I have read the text of Spell Knowledge, but I'm absolutely sure no GM would allow such a thing.
Class has certain spell list, and no matter what, this is the list of spells they can ever learn, no matter how unprecisely worded feats they take. If the feat specifically stated that you can take spells outside your spell list, it would be fine. But it doesn't, so I fully expect normal learning rules apply - meaning you only can learn spells from your own spell list.
Otherwise, you run into troubles of wizards learning Otto's Irresistible Dance as 6th level spell (the level bard gets it) instead of 8th, and other completely wrong stuff.

As I said, Heighten Spell + 7th level slot can qualify you for an archmage though. And this is fully legitimate way.
You could switch Skill Focus (Knowledge) for Heighten Spell and be fine. BTW, you don't get SKill Focus (Knowledge), you get Skill Focus (Knowledge (Arcana)) for example. You can't get benefit to each Knowledge skill with single Skill Focus. Knowledge skills are separate skills. They just have common name.
From SRD 3.5:
Like the Craft and Profession skills, Knowledge actually encompasses a number of unrelated skills.


As for DC, 20th level caster will almost always have higher spellcasting score, so his DC will be higher. But otherwise that's right. No matter the CL, DC for the same level spell is the same if ability modifier is also the same.
Want more difficult spells to resist ? Use higher level spell (or heightened one). You can't expect to charm powerful enemies around using 1st level spell slots you have like water.
And I thought this bard had 24 charisma all the time... if not, he only has DC 15+spell level (17+spell level when buffed).
But to be honest, at that level, he should afford that Cloak of Charisma +6 for mere 36k gp. More spell slots (including bonus 7th and 8th level slots if you take ISC as I told you you should).

As for ISC. I still tell you it's just wasting your potential. You should choose ISC in following way:
ISC nr.1 - level 7th slot
ISC nr.2 - level 8th slot
ISC nr.3 - level 9th slot
Now, after substracting High Arcana costs you have:
4/6/5/5/5/3/4/0/1/1

So what you have only 3 5th level slots and 0 7th level slots ? (BTW, you forgot to substract 1 5th level slot for Spell-Like Ability)
Instead of additional 5th and 7th level slots, you have 8th and 9th level slot. It's 100% better, as you can always use this 9th level slot to cast lower level spell if you need. And you can do more.
And a surprise - you now qualify for Epic Spellcasting if you have Heighten Spell, because Heighten Spell + 9th level slot = ability to cast 9th level spells.
So instead of Spell Knowledge (I tell you you can't get spells from other lists with that), you can take Epic Spellcasting for example.
This isn't really even min/maxing. It's just taking obviously better choice. Would you take Charm Person and Summon Instrument with Spell Knowledge, or rather Geas and Greater Dispel Magic ?
Legions of the Unknown

03-03-04, 10:56 AM
hello to all im still here (for now) looks like you guys are keeping busy and it all looks good so far keep up the good work
sculyblast

03-03-04, 11:07 AM
Offtopic:

did it, Pmed all the current members (except the once with only one post on the last thread and bait the bard strangly is not able to recieve pms)

now it is just waiting for the members to find the thread.

btw ava how was you allowed to have that avatar?
Tabitha Chergoba

03-03-04, 11:25 AM
I'm here.
As we are a big Council thing, what kind of table do we have?
Jontg

03-03-04, 12:08 PM
High Archmage of Cosmic magic reporting for duty, Sir or Ma'am!:D
baerdith

03-03-04, 12:35 PM
Originally posted by dantedarkstar

snip

snip

1 Spell Knowledge
From the SRD:
Adding Spells to a Sorcerer’s or Bard’s Repertoire: A sorcerer or bard gains spells each time he attains a new level in his class and never gains spells any other way. When your sorcerer or bard gains a new level, consult Table: Bard Spells Known or Table: Sorcerer Spells Known to learn how many spells from the appropriate spell list he now knows. With permission, sorcerers and bards can also select the spells they gain from new and unusual spells that they have gained some understanding of.
new and unusual spells ie not on the bard list therefore could be from the wiz/sorclist

2 Skill Focus
I messed up on the post, It is corrected to Skill Focus Knowledge -History. The Skill Focus Knowledge is needed for the Loremaster PrC.
3 Charisma
He has a 20 +4 due to the Rod of splendor.
4 ISC
That is one way, I chose to do it this way to keep the open spell slot.
5 Slots
4 slots +1 for chr +1 for ISC -1 for High Arcana -1 for 2nd High Arcana =4 slots
Eldren

03-03-04, 12:43 PM
Hey all. I'd definitely be down with being Archmage of Chromatic Magic... And here are a couple of donations from my last actual Archmage, Delegond Fortrius, who created these spells, to cement my position thusly:

Prismatic Ball
Evocation
Level: Sor/Wiz 7
Components: V,S,F
Casting Time: 1 action
Range: Long (400 ft. + 40/lvl)
Area: 20-ft-radius spread
Duration: Instantaneous
Saving Throw: Special
Spell Resistance: Yes

This spell performs identically to the Prismatic Spray spell with respect to effects, saves, etc. The caster points his finger and determines the range at which the Prismatic Ball is to erupt, and a pea-sized bead streaks from the caster's finger, erupting at the designated range unless it impacts with a solid object prior to reaching that range. As with Fireball, attempts to send the bead through narrow areas such as arrow slits or closely-packed areas (such as between two threatened squares) requires a successful ranged touch attack, or the bead will erupt as it strikes the solid surface or individual.

All individuals in the 20-ft radius of the colorful explosion are struck by 1-2 rays, as per the table from the Prismatic Spray spell.

Focus: A small, multicolored glass marble.

Prismatic Storm
Evocation
Level: Sor/Wiz 9
Components: V,S,XP
Casting Time: 1 round
Range: 400 ft + 40 ft/2 levels
Effect: 360-ft radius storm cloud
Duration: Concentration (maximum 5 rounds) (D)
Saving Throw: Special (See Text)
Spell Resistance: Yes

This awe-inspiring spell was the creation of Delegond Fortrius, a powerful Archmage from the Aglarond region of Faerun on Toril, and represented the pinnacle of his spellcasting. It resulted in a massive storm duplicating the effects of the Prismatic Spray spell, resulting in large-scale encounters quickly becoming a thing of short order to deal with.

All those caught within the radius of the spell after its casting must make saving throws each round as they are struck by one to two rays, as per the description of Prismatic Spray on page 264 of the Player's Handbook, with attendant saves. Those who survive the gauntlet of Prismatic Storm are often the worse for wear, and highly displeased with the caster if they're able to reach him.

Anyone caught within the storm while under the protection of Prismatic Sphere has the chance for their sphere to invert and turn on them because of the confluence of similar magic. Force effects protect from this spell without incident. The caster of this spell is immune to the effects, but no one else caught within the area of effect (including the caster's allies) is.

There you go, folks. Let it be known that Eldren, Archmage of Chromatic Magic, has come into the Council, and has something to say...
dantedarkstar

03-03-04, 02:08 PM
Originally posted by baerdith
Adding Spells to a Sorcerer's or Bard's Repertoire: ... With permission, sorcerers and bards can also select the spells they gain from new and unusual spells that they have gained some understanding of.
Well, with permission, you can do ANYTHING. GM has the power to allow or disallow anything, so this argument isn't worth really anything.
Besides, learning "new and unusual spell" is a bit different from learning "old and worn-out spell outside the spell list, which wasn't ever meant for the class".
Want a new and unusual spell, that makes 1 instrument/bard level to play by itself using caster's Perform skills, as level 3rd spell ? Sure.
Want a Meteor Swarm for a bard ? Not a chance.
And there is a small, yet important distinction between learning spells of normal maximum level (6th for bards), and trying to use this to get spells beyond his normal maximum level. You could as well start to make up 10th, 11th level spells and so on.
ISC is meant to increase spell slots available and to allow for metamagicking higher spells, NOT to allow getting spells completely outside your list, and higher than the max.level of the spells available for the class.

2 Skill Focus
I messed up on the post, It is corrected to Skill Focus Knowledge -History. The Skill Focus Knowledge is needed for the Loremaster PrC.
Ah I see, this was just a typo.

3 Charisma
He has a 20 +4 due to the Rod of splendor.
Aww, again didn't look too closely to the inventory. But in that case you have too small number of bonus 2nd and 3rd level spells.

4 ISC
That is one way, I chose to do it this way to keep the open spell slot.
Whatever you mean by open spell slot. If you want so badly, you could take ISC (7th) 2 times, and ISC (8th) 1 time. You still have "open" spell slot and better slots available.
But anyway, this is only some optimization thingies :angel: , and has nothing to do with validity of the build.

5 Slots
4 slots +1 for chr +1 for ISC -1 for High Arcana -1 for 2nd High Arcana =4 slots
I assumed Cha 20 (because you had bonus 2nd and 3rd level spells as if Cha was 20, and I didn't look too close to equipment). My bad.
sculyblast

03-03-04, 02:10 PM
nice work Eldren, I only think that the title Chromatic Magic is not available, since Finwe here is allready Archmage of Temperal and planar magic, am I right?
Raven Dark

03-03-04, 02:10 PM
Ravendark, Archmage of Debilitation Magic reporting in.

Lets get straight down to business, shall we?

GRAVITY WELL
Evocation
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10-ft.-radius spread
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: No

Gravity Well creates an invisible force in the area that temporarily changes the properties of gravity. It causes gravity to bend and twist erratically. Any creatures or unattended objects caught within the area take 1d6 points of damage per caster level (maximum 10d6) as their physical mass is radically altered and then reformed. Oozes, incorporeal creatures, and swarms are immune to this spell.

:END SPELL:

This spell was based off of the classic fireball design with several radical alterations. At first glance you will notice that it is both a lot stronger and a lot weaker than a fireball depending on what you are looking at.

I have yet to see any of the other Gravity spells you have all already worked on, so I apologize if this one here is very similar to one of yours. This is one I have had for a long time, regardless.
dantedarkstar

03-03-04, 02:15 PM
Hmm...

I was wondering. Could I joing the Council ?

I would be Archmage of Arcane Superiority (the superiority of arcane magic over divine magic, which is how it should be :angel: )



BTW, Eldren

I think Prismatic Ball is perfectly OK, but Prismatic Storm is tad overpowered, mainly because of both it's high area, high power and duration longer than instant (which makes this spell a monstrous spell, few of epic spells could match within any reasonable casting DC).
Eldren

03-03-04, 02:38 PM
Sculyblast:

I think it's available, but Finwe can tell me if it isn't. Temporal magic is magic that deals with time flow (Chronomancy, if you will), and planar magic is magic that deals with planar travel, etc. There might be some slight overlap because one of the rays of the prismatic spells in the Player's Handbook ejects someone to a random plane, but one ray out of eight probably doesn't make a spell one Archmage's particular province. :) If anything, we'd probably share resources in finding ways to make that particular ray send a target to the plane the caster chose, rather than it being random. :schemes:

Dantedarkstar: I thought long and hard about Prismatic Storm, about whether to make it an Epic spell or not. What it essentially boils down to is it's a wide-area version of Prismatic Spray, which is 7th level. The only reason I made Prismatic Ball 7th level as well is because it's essentially the same as Prismatic Spray, but it trades in a wider area of effect for more range and a lessened radius of effect.

With Prismatic Storm, I used Storm of Vengeance, a 9th level Druid spell, as a basic template for range, area of effect, etc. I cut the duration in half from what Storm of Vengeance is listed as, because of the nature of prismatic magic, but kept the Prismatic Spray saves, while Storm of Vengeance only offers saves for half damage from about half of its effects. Realistically, if one were caught in a storm of prismatic rays, they wouldn't have much chance to avoid those rays at all; they still don't, but the saving throws associated with each ray allow someone to negate the effects (or suffer half damage, depending on which ray hits them) entirely. Logically, one would be hit by all the rays if caught in a "rainstorm" of them, but I still kept it at just one to two rays, depending on how one rolled on the table, and the storm can only last for up to 5 rounds. This is probably no different from being blasted with a twinned Prismatic Spray cast by an Incantatrix (to let the effect of the metamagic not be so severe on the preparation level) and rolling badly so you're hit with four rays instead of two.

Ultimately, I concluded that while it's probably right on the edge, it still remains within the general power range of 9th level spells, particularly since Wizards and Sorcerors ought to have more damaging spells than Druids anyway. :) This being said, however, I'm always open to working a spell out so that someone else would consider adding it to their campaign. What are your suggestions?
baerdith

03-03-04, 02:51 PM
Originally posted by Eldren
Prismatic Storm
[/B]

:OMG! :OMG! :drool:

Nice Spell Eldren!!!
baerdith

03-03-04, 02:53 PM
Originally posted by sculyblast
nice work Eldren, I only think that the title Chromatic Magic is not available, since Finwe here is allready Archmage of Temperal and planar magic, am I right?


But Temporal and Planar means Time and Space, Chromatic means color. :confused:
Eldren

03-03-04, 03:21 PM
Thanks for the compliment, Baerdith. This may or may not be the final version of it; it's the version that's currently used in my campaign (Delegond Fortrius, the creator, has long since left Toril behind; he's something of a noted planewalker now, so his magic has gotten out from those who have studied him using it, and survived long enough to puzzle it out for their own spellbooks, or who have simply been fortunate enough to have him let them get a copy of it), but I'm offering Dantedarkstar the opportunity to come up with a version he feels is more balanced. I'm nothing of not open-minded. :) If he can come up with something that I think preserves the nature of the spell really well, but might be a tiny bit more mechanically balanced (as I noted in my response to him, it is just on the verge of being Epic, but not quite to my way of thinking, so it stays as 9th level for now), then I'm willing to make the appropriate changes to the version being used in my campaign.

Well, the version that will be used in my campaign. The PCs in the current campaign are only 3rd level. :)
DiplomaticSorcerer

03-03-04, 03:55 PM
Originally posted by sculyblast
btw ava how was you allowed to have that avatar?
I hate you, Aravilar! You just pulled some strings with a certain WizO*cough*BigSis*cough*, and she GAVE IT TO YOU! Well, I guess I'll just have to be friends with WizO_Fraxus to get my own avatar. I think it would HAVE to be my custom pic of Black Mage. Anyway, on to the new members.

These people are all accepted with the following titles.

Eldren, Archmage of Chromatic Magic.
dantedarkstar, Archmage of Arcane Superiority(pending)

Dantedarkstar, it's not that I doubt the superiority of arcane magic, it's just that I don't know whether the rest of the threadkeepers will think it's an "uber-domain". You are accepted, so don't get worried about that.

*throttles Aravilar* :D *wipes tear of joy from eye*
Gellion

03-03-04, 05:02 PM
Originally posted by DiplomaticSorcerer
I hate you, Aravilar! You just pulled some strings with a certain WizO*cough*BigSis*cough*, and she GAVE IT TO YOU! Well, I guess I'll just have to be friends with WizO_Fraxus to get my own avatar. I think it would HAVE to be my custom pic of Black Mage. Anyway, on to the new members.

We all know he kidnapped them and forced them to give him a custom avatar.:D
aravilar_holistacia

03-03-04, 05:08 PM
:confused: I wrote the Forgotten Realms General FAQ, all. ;)

Welcome to the new members, Eldren and dantedarkstar.
baerdith

03-03-04, 05:10 PM
Originally posted by Gellion
We all know he kidnapped them and forced them to give him a custom avatar.:D

Must have been that "how are you going to call for help......with no mouth!"
DiplomaticSorcerer

03-03-04, 05:12 PM
Originally posted by aravilar_holistacia
:confused: I wrote the Forgotten Realms General FAQ, all. ;)
No you didn't! You did kidnap them, didn't you! DIDN'T YOU?!
*voice is muffled*
Finwe

03-03-04, 05:16 PM
Actually, WAY back in the beginnnig I think we had someone who joined as archmage of prismatic magic. (actually, it might have been you, eldren). But since they never posted, that's fine.
DiplomaticSorcerer

03-03-04, 05:20 PM
Originally posted by Finwe
Actually, WAY back in the beginnnig I think we had someone who joined as archmage of prismatic magic. (actually, it might have been you, eldren). But since they never posted, that's fine.
Chromatic magic, Finwe.
Look Within My Mind

03-03-04, 05:24 PM
DiplomaticSorcerer

03-03-04, 05:26 PM
Originally posted by Look Within My Mind
The are the same thing DS :rolleyes:

Demonbinder :devil:
So? I know that. However, Eldren didn't say prismatic, it was chromatic.
Look Within My Mind

03-03-04, 05:34 PM
These are a few spells I have converted from older editions itno 3.5 - Enjoy :D

Dimensional Thrust
Conjuration (Teleportation)
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 action
Range: Medium (100ft. + 10ft./level)
Target: One living creature
Duration: Instantaneous
Saving Throw: Reflex Negates
Spell Resistance: Yes

This spell transports a single creature (who may be willing or unwilling), a short distance in one desired direction. The creature may be moved up to 20ft./level in one direction only. The caster must have seen the spot he intends to send the target of the spell to, or have a connection to the spot, such as a focus, or the place has been seen through a familiar's eyes.


Teleport Object
Conjuration (Teleportation)
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 full round
Range: Touch
Target: 1 touched object of up to 5lb./level and 1 cu.ft./level
Duration: Instantaneous
Saving Throw: Yes (magical item)
Spell Resistance: No

This spell transports small non-living objects to anywhere which you have been before or you have a connection too. You must touch the object to be teleported, which cannot be tethered or in the grasp of another being.

Items to be teleported must not exceed the weight and volume limitations (see Target). Any items on fire when teleported are extinguished en route. Magical items get a saving throw against the spell.

Only a single item may be affected by this spell. For example, if you attempted to teleport a bag of gems with this spell, only the bag would be teleported, and the gems would remain behind.

The object always arrives at the intended destination safely, although once teleported, the caster has no control on wether the object is picked up, moved, or used, unless he gets to the item first.

Material Component: An eagle's feather.


Hailcone
Evocation
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 action
Range: Medium (100ft. + 10ft./level)
Area: 30ft. Cone
Duration: 1d4 rounds
Saving Throw: None
Spell Resistance: Yes

The caster causes large hailstones to rain downwards in a conical area from 30ft. above a surface or target downwards in a cone that opens up into a 30-foot diameter base. Creatures within the area must take 4d10 points of crushing damage.

If the spell is cast in midair (centered on a flying target for example), there is a danger zone up to 30ft. below the broad base of the cone. Creatures in this area take 1d10 points of crushing damage.


I'm currently downloading some of the 2nd edition books and converting the spells from them. Hopefully it wont take me too long...

Demonbinder :devil:
Frostbite_Ravenheart

03-03-04, 05:41 PM
:BowS: Thank you sculyblast for inviting me back here...I have not been around CoA for awhile and did not get an update. Yet please hail:

Lord Frostbite Ravenheart - High Arch-Bard of Music and Emotions.

Or as I am better known...Frosty the Snow-Bard :D.

-Frosty
Frostbite_Ravenheart

03-03-04, 05:48 PM
:BowS: Thank you sculyblast for inviting me back here...I have not been around CoA for awhile and did not get an update. Yet please hail:

Lord Frostbite Ravenheart - High Arch-Bard of Music and Emotions.

Or as I am better known...Frosty the Snow-Bard :D.

-Frosty
baerdith

03-03-04, 05:51 PM
Originally posted by Frostbite_Ravenheart
:BowS: Thank you sculyblast for inviting me back here...I have not been around CoA for awhile and did not get an update. Yet please hail:

Lord Frostbite Ravenheart - High Arch-Bard of Music and Emotions.

Or as I am better known...Frosty the Snow-Bard :D.

-Frosty

And? Well?
Look Within My Mind

03-03-04, 05:57 PM
What do people think of this: I was planning to scrap the Improved Familiar feat, and change the familiar ability so its the same as the druid animal companion. So you could pick up a pesudodragon at level 7, except it would be treated as a level 1 familiar (level - 6). What do guys think?

Demonbinder :devil:
Frostbite_Ravenheart

03-03-04, 06:00 PM
Psht...you all know I am the True Arch-bard of this council :). If you want baer...I could consider...sharing the title? I, of course, wont fight over such a petty thing. (Anyways we know who would win :P)

Actually Baer you just might. Frosty IS an Arch-bard and IS very powerfull however dont forget he is also mixed with paladin-ranger-vampire-werewolf. That means he is not as Bardly powerfull as he would be if he was just a straight bard. Anyways this just challanges me to make states and my Arch-bard prc. I have been slightly overworked but I will manage it ;).

(Slight bits of sarcasm off)

BTW ava...that was harsh man...just harsh :(. Guess thats just what I have to expect from a gold elf :rolleyes:

;)

(All sarcasm switches turned off)

-Frosty
Aramek

03-03-04, 06:12 PM
Hello, I got a PM from a sculyblast about me being an archmage and needed here?

Since when have I been a prestigious arch-mage?

...I COULD be the Blue Arch-mage.
----------------------
Edit: How is that for an Ultra-Cheezy title?
WizO_Catoblepas

03-03-04, 06:46 PM
Ok lets just remember a couple of things if you wish to post on this board:

1) I'm going to allow selection of domains, because you don't want to have two people with the same domain. However, if I'm thinking that there is too many rejects on this point, I might have to change my mind. A friendly reminder.

2) If you post in the thread, your post must have to do with the topic of spells and magic items. After all, the is the spells and magic items board. If the thread does not comply with this, I'll have no other choice than to close it.

Fair warning.
BlaineTog

03-03-04, 06:58 PM
Dagger of Uselessness
This dagger is completely and totaly worthless. It can't even safelyt act as a normal dagger without spending 10,000 XP first. Any attempts to do anything with it and not spenind half your current XP will result in an attemt by the dagger to wedge itself in your heart.
Weak Universal; CL 17th; Craft Magic Arms and Armor, wish; Price 5,000,002gp; Cost 2 gp + 1,000,000 XP

:D ;)

Sorry 'bout that. Just thoguht I'd say "Hullo" with a bang.
Eldren

03-03-04, 07:44 PM
Yes, Finwe, I think I joined the previous one as the Archmage of Prismatic Magic. I think the reason I didn't post in it was that at that point, there were so many pages that it was difficult to get to a point where I could intelligently contribute to the conversation, and I only have so much time to spend on the boards each day, as I live a busy life. :) I took a day off from work today (and yesterday...), so I've posted more often. :)

Regarding magic... I posted this at one point, I believe in this thread, but I've thought about it since, and I think this is a perfect place to bring it up again for some fresh perspectives. It's a concept I use in my campaign called "Iterative Casting". It never made sense to me that the warrior types learned to be so efficient, as a result of experience in their fields, with their weapon attacks that they start getting more attacks a round, but Wizards, Clerics, Druids and Sorcerors (the primary casting classes) never learned to be more efficient with their own spellcasting without using feats (such as "Quicken Spell"). So I came up with the Iterative Casting system, and I use it in my campaign. It seems to work reasonably well, and isn't overpowering that I've yet seen.

Here's the concept: From 10th class level (and it has to be a primary caster class, i.e., Wizard, Sorceror, Cleric or Druid; the secondary casting classes of Paladin, Ranger and Bard don't receive this) onward, primary casters can get off up to two spells a round. The way it works is they can cast any two spells whose total levels don't exceed the highest-level spell they're capable of casting. So if you had a 10th level Wizard capable of casting 5th level spells, that Wizard could instead cast a 2nd level spell and a 3rd level spell. Or they could cast a 4th level spell and a 1st level spell. Or they could simply cast a 5th level spell.

The limitations on this, aside from the level requirement and class requirement of being a primary casting class, are that if you ever cast, in any given round, the highest-level spell you're capable of casting (in the above example, a 5th level spell), you can't then cast another spell that round unless you're making use of a magical item or the "Quicken Spell" feat. As well, this ability does not work with "Quicken Spell". If you use "Quicken Spell", you can't use Iterative Casting; the benefit of "Quicken Spell" is that you don't suffer the limitation of both spells having to add up to your highest-level castable spell. You can cast any two spells of levels that you're capable of quickening. But with Iterative Casting, you can cast two spells (only) of any combination when their levels equal your highest-level castable spell.

Example: Delegond Fortrius, Archmage Extraordinaire, is faced with a powerful group of mind flayers intent on devouring his brain. He could use a quickened spell with a regular spell, but in this instance, the highest-level spell he can quicken is a 5th level spell, and that doesn't suit his purposes. So instead, he chooses to bust off with the 8th level spell Horrid Wilting, catching the mind flayers in the area of effect. He follows this up with Magic Missile to nail the leader of the mind flayer posse, and hopes enough of them are weakened or dead afterward that he'll have a hope of escaping. The highest level spell he's capable of casting is a 9th level spell, so the total spell levels of the two spells he's just cast add up to 9, and he's fine.

They can never cast more than two spells in a round with Iterative Casting. Iterative Casting, likewise, will not work if the Wizard or Sorceror is making use of a Metamagic Rod of Quickening. You either cast with metamagic feats, or you cast with Iterative Casting. You don't get both. In other words, you're never going to get off more than two spells a round, no matter how you look at it.

As well, Iteratively Casting imposes a -2 penalty on save DCs against both spells, and a -1 penalty to your caster level check for purposes of getting past Spell Resistance. This is to simulate the fact that because the caster is concentrating on mainting the power of two spells at once, so they're both successfully cast, they just aren't able to put as much power or force of will behind them.

What does the Council say? I find it's worked quite well in my campaigns.
baerdith

03-03-04, 08:43 PM
Sorry Cat, I thought we were still in Classes. that's why I posted the Build. No more on this from me.

Again, sorry.
dantedarkstar

03-04-04, 09:47 AM
Yay ! I'll put my Archmage of Arcane Superiority thing into my sig immediately.
As a contribution to promoting arcane superiority, I'll be putting some [Arcane] feats on the boards (I did some on ELH board quite a time ago, but this time there will be more of them). Of course [Arcane] feats would be usable only by arcane spellcasters (this is to offset the variety of nifty [Divine]).
I'll let you all know when I do that, because it will be probably in Feats section.

Anyway...

Eldren
Why I think Prismatic Storm is too powerful, it's because it has both far larger area than Prismatic Spray, and allows "multiple hits" in subsequent rounds. I get the impression that this spell is quite far into epics actually.
While Storm of Vengeance has many effects without saves, they are mostly pitifully weak compared to prismatic rays (thankfully 3.5 cut out 60d6 damage insanity of the Storm of Vengance, so there is no problem with this thing).
What if the spell as whole blinded everyone of 8HD or less within area (as Prismatic Spray does), but the actual prismatic ray strikes were to be directed by the caster (just like lightning bolts from Storm of Vengeance) ?
Each round, caster can call up to 6 rays to strike selected creatures (single creature can't be targetted by more than 1 ray in a round). The rays that strike are random though (ignore '8' rolls, since you call only one ray per target).
This would be far more powerful than Storm of Vengeance anyway, and would reduce a bit the "mass holocaust" possibilities.
Or just devise some fairly reduced prismatic effects of the rays.


Look Within My Mind
Dimensional Thrust
I'm not sure about this one. It's basically save or die spell most of the time. I can't understand 2 things:
1.Why it can only affect living creatures ? Why not undead or constructs ?
2.Why it is Reflex save ? All teleportations are rather Will saves.

Teleport Object
Actually, there is already that spell. I disagree though with it's level 7, as I don't know why teleporting object is harder than yourself.
Your version has small mass allowance, but one big overlook - no saving throw and SR. You could get rid of anyone's equipment with that. It should either affect unattended, nonmagical objects, or allow Will save and SR (unattended objects don't get saves anyway).
I also don't think it's really 3rd level spell. It's more like Teleport 5th level, since it doesn't have range limitations. Oh wait. Even regular Teleport does. Anyway, certainly not a level at which wizard should be able to send objects anywhere within the plane.

Hailcone
Why it allows SR ? IMHO, it shouldn't, but on the other hand, DR should apply (with current DR wording, it doesn't affect spells at all, so you would have to point that out specifically).
sculyblast

03-04-04, 10:11 AM
Demonbinder {aka:Look Within My Mind} (I will be calling you demonbinder whatever your name is.)

I think your idea on removing improved familiar is not a good idea, since many persons like extrodainary familars and it would be no fun if a extrodainary familiar would not have the same qualities as a normal one, that is why the feat works.
DiplomaticSorcerer

03-04-04, 02:47 PM
You know, I'm thinking that Cat might just be good guy. He's let us operate in his domain for a long time now, and hasn't shut us down or given us too much trouble. Anyway... back to spells and magic items. Shoot, no more discussion of character classes!

I like that gravity well spell you've made up! It seems to be pretty balanced. I'll use it with the Gravity Mage.

Maybe an added Darkness effect could be put into Black Hole, due to the fact that nothing can escape a black hole(not even light).
baerdith

03-04-04, 03:12 PM
Originally posted by DiplomaticSorcerer
Maybe an added Darkness effect could be put into Black Hole, due to the fact that nothing can escape a black hole(not even light).

Well, technically a Black Hole fires off a jet of X-rays, and sometimes light does get away, that's why we can see them.

But anyhoo, I posted this on the Conforms board. Whachathink?
----------------
Tazer
Evocation [Electricity]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (20 ft. + 10 ft./level)
Targets: Up to six creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: Reflex save for 1/2 - 1/4 if target is wearing metal armor
Spell Resistance: Yes
An electric jolt shoots forth from your fingertips and strikes its targets, dealing 1d6+1 points of electrical damage per caster level (maximum 14d8). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like). At 6th level the spell focuses on up to two targets, every four caster levels another two targets can be added. At the casters option all jolts can also target just one being. If more than two targets are possible, the caster can choose to wait a round before releasing the next jolt.

(Ex.: at 14th level an attack could be a single target with 14d6+14, or 2 targets at 7d6+7 each or 6 targets at 3d6+3, 3d6+3, 2d6+2, 2d6+2, 2d6+2, 2d6+2)

This spell works wonders in a wand!
That said:

Wand of Tazing
Caster Level 14. Craft Wand. Spell: Tazer
50 Charges (6 jolts at 14d6+14 hp damage)
15,750 gp to create & 630xp
DiplomaticSorcerer

03-04-04, 03:15 PM
Well, the average person doesn't know that. Still, a darkness effect would be appropriate.
Aramek

03-04-04, 07:20 PM
Tazer
Evocation [Electricity]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (20 ft. + 10 ft./level) 'Ray attack'
Targets: Up to six creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
An electric jolt shoots forth from your fingertips and strikes its targets, dealing 1d8+1 points of electrical damage per caster level (maximum 14d8). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like). At 6th level the spell focuses on up to two targets, every four caster levels another two targets can be added. At the casters option all jolts can also target just one being. If more than two targets are possible, the caster can choose to wait a round before releasing the next jolt.

(Ex.: at 14th level an attack could be a single target with 14d8+14, or 2 targets at 7d8+7 each or 6 targets at 3d8+3, 3d8+3, 2d8+2, 2d8+2, 2d8+2, 2d8+2)
This seems very powerful...
For a 4th level spell this deals a lot of hurt. 7d8+7 at 7th level?

I know I would like it in my Blue repetoir, but I doubt the ethics.
DiplomaticSorcerer

03-04-04, 08:26 PM
Yes, have you played with your blue mage yet? If so, what do you think the gameplay's like with his abilities?
Aramek

03-04-04, 08:35 PM
:angel:

Scruffy the Elven Starstepper Blue Mage is 5th level now.

I use a lot of ray attacks, I feel like a Sorc, with less spells per day, and less options. ^_^ I wouldn't trade it for any other class.

Look up my Starstepper and tactics revolve around it. I fly up in the air, and rain fire and missiles. I (while bias) LOVE my BM.

I am the Blue Magic Arch-mage, so I know how to swing it.
baerdith

03-04-04, 09:43 PM
Originally posted by Aramek
This seems very powerful...
For a 4th level spell this deals a lot of hurt. 7d8+7 at 7th level?

I know I would like it in my Blue repetoir, but I doubt the ethics.

I don't know, it seems fair X damage to at most 6 targets vs. 5d6 to everything in a 20ft radius (Ice Storm)

I think 3.5 really messed with the hurt potential of the Wiz/Sorc spells. I was looking through just know and nothing is more than 1d6/level and most top even that at 15d6. I mean Geez, a Wizard with Chain Lightning is SUPPOSED to cause pain and damage.

"I am the Mighty Zoltek! Fear me and my 1d6/per level Zap of Doom!"
Aramek

03-04-04, 09:53 PM
I understand your point. While damage has been nerfed somewhat, we all know that even after the nerfing exploits are easy to do.

I know that because it is a ray attack there is no save, but Polar Ray is an 8th level spell with d6s.

Maximum 25d6 I think. But this is an 8th level spell.

I really do love your spell, as I LOVE rays and lightning especially, but I see easy ways to abuse this.

And 14d8+14 is a lot of No save damage at 14th level, Idont care how you cut it.
baerdith

03-04-04, 10:35 PM
Originally posted by Aramek
And 14d8+14 is a lot of No save damage at 14th level, Idont care how you cut it.

What about 1d8/level? I really don't want to go lower than that as the spell is a combo and modification of two spells: MM 1d4+1/level and Shocking Grasp 1d6/level that is 1d10+1/level

The spell is supposed to be a kick--- WOH spell. I feel if it went down to 1d6 I would lower it to a 3rd level spell.
Look Within My Mind

03-04-04, 10:38 PM
Originally posted by sculyblast
Demonbinder {aka:Look Within My Mind} (I will be calling you demonbinder whatever your name is.)

I think your idea on removing improved familiar is not a good idea, since many persons like extrodainary familars and it would be no fun if a extrodainary familiar would not have the same qualities as a normal one, that is why the feat works.

Well, it frees up a feat slot, plus, thats the drawback to taking a more powerful creature, it gets less abilities, and it keeps it in line with the Druid's Animal Conpanion

Demonbinder :devil:
Aramek

03-04-04, 10:39 PM
I follow you, I am a poor judge of spell power when it is 0-9th.

I deal with Epic spells with the set rules of scalability. I really do like you spell, but we need more input. I do not know much of balancing these type of spells.

(Scruffy lets loose yet another flying death beam of lighting!)
Look Within My Mind

03-04-04, 10:53 PM
Originally posted by dantedarkstar
Look Within My Mind -
Dimensional Thrust
I'm not sure about this one. It's basically save or die spell most of the time. I can't understand 2 things:
1.Why it can only affect living creatures ? Why not undead or constructs ?
2.Why it is Reflex save ? All teleportations are rather Will saves.

Teleport Object
Actually, there is already that spell. I disagree though with it's level 7, as I don't know why teleporting object is harder than yourself.
Your version has small mass allowance, but one big overlook - no saving throw and SR. You could get rid of anyone's equipment with that. It should either affect unattended, nonmagical objects, or allow Will save and SR (unattended objects don't get saves anyway).
I also don't think it's really 3rd level spell. It's more like Teleport 5th level, since it doesn't have range limitations. Oh wait. Even regular Teleport does. Anyway, certainly not a level at which wizard should be able to send objects anywhere within the plane.

Hailcone
Why it allows SR ? IMHO, it shouldn't, but on the other hand, DR should apply (with current DR wording, it doesn't affect spells at all, so you would have to point that out specifically).

Hailcone - when I converted this, I used Cone of Cold as a template to convert it, hence the saving throw. I forgot about DR, will have a look at it when I get to me books.

Teleport Object - The weight and space limitations towned it down so that it could be a lower level. The reason it doesnt allow SR or Save is because the item must be unattended (says so in the 1st paragraph). I will add in that Magical Items get a save, thank you for that input.

Dimensional Thrust - You can't teleport them that far. I was debating on the save, I choose reflex because i pictured it as the target "dodging" the spell. The only reason it affects living creatures is because that is what the 2nd edition spell did, I mainly converted them as they were, without changing to many mechanics of the spell.

Once again, thankyou for your input, it has been greatly appreciated. ;)

Demonbinder :devil:
Eldren

03-04-04, 11:17 PM
Still looking for input on my Iterative Casting idea. :) Look at my last post on page 2 of this thread. :D
Look Within My Mind

03-05-04, 12:11 AM
Originally posted by Eldren
Still looking for input on my Iterative Casting idea. :) Look at my last post on page 2 of this thread. :D

Now that I have fully read it, I like it quite alot. Nice work. Although, with casting two spells, is it possible to cast a 5th level and a 0th level spell in a round if your highest spellcasting level is 5th??

I would also state that they cant use any metamagic at all while using this varient, as metamagic is harder to control, but thats my take on it.

Demonbinder :devil:

PS: Got Unearthed Arcana today, am still going through but it looks great!
Eldren

03-05-04, 01:53 AM
I haven't yet thought about cantrips and orisons, in all honesty, or how they'd work with this system. Chances are, they really wouldn't work at all; they're barely magic to begin with. Reading magic or telling that magic is there is so insignificant that it almost ought to be a skill rather than a magic spell. The only commonly-used cantrip is Prestidigitation, and only then because it's so open-ended. I have this sneaking suspicion that when we get 4th Edition a few years down the line, if Prestidigitaion makes the cut, it's better going to have defined what it can and can't do.

Issues of metamagic are already built into Iterative Casting. If the highest-level spell you can cast is 5th level, and you want to quicken Magic Missile, then the only way you're going to get off another spell is your normal spell, since the instant use of "Quicken Spell" disqualifies you that particular round from using Iterative Casting. If you use some other metamagic feat, say one that adjusts the preparation or casting level by 3, and you're casting a 1st level spell through it, then you've effectively cast a 4th level spell. If the highest-level spell you can cast is 5th, that means you can still iteratively cast a 1st level spell, unaffected by a metamagic feat. Or you can use Haste to give yourself another spell, or you can use "Quicken Spell". But the preparation level of a spell affected by a metamagic feat is to be considered the same of casting a spell of that actual level as relates to Iterative Casting.
dantedarkstar

03-05-04, 07:56 AM
Originally posted by baerdith
Tazer
Evocation [Electricity]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (20 ft. + 10 ft./level) 'Ray attack'
Targets: Up to six creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
An electric jolt shoots forth from your fingertips and strikes its targets, dealing 1d8 points of electrical damage per caster level (maximum 14d8). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like). At 6th level the spell focuses on up to two targets, every four caster levels another two targets can be added. At the casters option all jolts can also target just one being. If more than two targets are possible, the caster can choose to wait a round before releasing the next jolt.

This spell works wonders in a wand!

Yeah, I'll tell you why it works such wonders. Because it's very overpowered.

1d8/level damage is already very high. And you throw in no-save thing. This is stronger than Polar Ray (8th level spell). And while Polar Ray is considered weak by many, I have seen it in action, and it was trurly devastating, fully worth it's level.
And as if that wasn't enough, you allow to deal this damage to multiple targets at once.

I would take this one over Horrid Wilting any day of the week. It's just stronger ! And 4 levels lower. Something is wrong.

If it dealt 1d8/level and allowed a save (for example Fort half), it would be perhaps balanced, but as it is, it's just far beyond the power line of core spells.


Look Within My Mind
Actually, your Teleport Object says "into or from another creature's grasp", which technically doesn't exclude worn armor for example.
Besides, as I said, there is already spell that does that, and has even the very same name.

And quite often there is a lot of deadly places to teleport with Dimensional Thrust - at worst 200ft upwards if there's nothing better.

Eldren
I don't think that Iterative Casting is actually a good idea.
You generally deal heck of a lot damage with two fireballs than one cone of cold (don't have a good comparative 6th level spell).

Look at it from that point. Iterative attacks reflect direct dependency of fighter's damage potential on his level. Spells already have direct dependency of damage potential on caster level, therefore iterative attack shift high-level balance even more into caster's favor.

I really think that quickened spells are enough of "iterative spellcasting".
dantedarkstar

03-05-04, 10:18 AM
Fulfilling my duties as archmage of Arcane Superiority, I posted promised [Arcane] feats:
http://boards1.wizards.com/showthread.php?s=&threadid=194846

Usable exclusively by arcane casters. Clerics can have thier own [Divine] ones, so wizards can have thier own [Arcane] too.
DiplomaticSorcerer

03-05-04, 11:35 AM
I like those quite a bit. It gives you the chance to make your arcane spellcaster a lot more versatile.
Aramek

03-05-04, 07:18 PM
I agree! Those feats are very nice...and well thought through.
DiplomaticSorcerer

03-05-04, 09:48 PM
Aramek, I just tried out that character class thing in your sig, and I am a Neutral Good Half-Elf Sorcerer. That pretty much describes my favorite kind of character!
Aramek

03-05-04, 09:52 PM
Thanks, and Kudos for the good personality!

We all should take at least the character test.
Abilities test is for your RL stats.
Eldren

03-06-04, 04:14 AM
Dantedarkstar:

While I definitely see your point, it still burns me personally that the primary casters never learn to be so efficient with their magic that they can't manage to get off more than one spell a round without the assistance of a limited resource like a feat slot. More to the point, while two castings of Fireball are more likely to do more damage than the 6th level Cone of Cold, consider that while two castings of Fireball are going to average 70 points of damage while a single casting of Cone of Cold from the same caster, who for purposes of this argument has just reached the point where they can cast 6th level spells, is going to average 42 points of damage. Granted, it's a 28 point differential, which is significant, but it still doesn't address the fact that no improvement of spellcasting ability beyond the ability to cast higher-level spells is present for the primary casters. It just doesn't logically make sense that warriors learn to be better with their primary martial contributions, but the casters don't, without the assistance of specialized training (the "Quicken Spell" feat). More to the point, said specialized training only allows one to get off another spell of a significantly lower level; the Wizard in the example of this post, who's just gotten to the point of being able to cast 6th level spells, isn't going to cast a 6th level spell and be able to get off more than a 2nd level spell otherwise, possible exceptions with the (optional) prestige class of Incantatrix notwithstanding. Iterative casting, on the other hand, says that the instant you use two spells through its method, you disqualify yourself from quickened spells, and if it were still 3.0, would disqualify yourself from using another spell while under the effects of Haste. This remains a valid concern in my campaigns, as I use the 3.0 Haste still.

I think the limitations placed on the Iterative Casting idea are honestly pretty decent. I'm also keenly aware that a warrior who successfully attacks something rarely has to worry about their damage being lessened. While Damage Reduction becomes significantly more common at higher levels, the reality is that it's significantly easier in 3.5 to get past Damage Reduction, since it's now based not off of magical power, but off of the material construction of a weapon. When facing creatures whose DR is significant, a given warrior is likely to be able to sneeze away more cash than it would cost him to purchase an adamantine longsword. Meanwhile, primary casters have to continually deal not only with Spell Resistance, which is often nothing more than a d20 roll plus their caster level to attempt to bypass, they also have to deal with the fact that even if they do get past the SR, they might still have their efforts either minimalized or negated entirely by the presence of the saving throw, something that melee warriors never have to worry about. Making the excuse, as some have, that "A warrior's weapon doesn't deal as much damage as a Wizard's spell" doesn't hold much water with me personally, because I've seen enough primary melee classes constructed to realize that at higher levels, particularly with the abundance of feats a class like the Fighter has, the amount of damage from a round's worth of hits can often meet or exceed the damage from a single spell cast by a primary caster. The balance remains at higher levels, but only barely.

Iterative casting gives a primary caster the opportunity to possibly see through two spells the likely effect if one of those spells if saving throws or Spell Resistance weren't an issue. Effectively, it gives the primary casters a chance to remain as relevant magically as the warriors are martially. Also, don't ignore the fact that by casting iteratively, a primary caster is effectively denying themselves access to their highest-level spells, and often at higher levels, it's the higher-level spells which are needed. I often, with my last Wizard/Archmage, didn't use my lower level spell slots for much more than powering uses of Arcane Fire. Magic Missile ceases to be much more than an annoyance when you're facing off against pit fiends or balors, and even a maximized Fireball isn't going to make most creatures of CR 15+ do more than sneeze and wince at the stinging. Then they're going to get upset with the caster, and he/she's going to learn the folly of only having a d4 for hit dice...

I realize it might not be ideal, and I realize a lot of people are really wary about giving spellcasters back the ability to cast higher-level spells more than once a round, after they lost that ability with the nerfing of Haste in 3.5, but ultimately, I think that with the loss of that, and no other real options being presented for primary casters to show they're really masters of magic, and not just children who have just barely learned to control more powerful individual spells, the casters need a chance to show they can be efficient with their magic in the same way that warriors are efficient with their martial attacks, by showing they've mastered the basic concepts of magic to a point where they aren't limited to a single spell in the time it takes a Fighter to swing their sword enough to achieve a potential four-plus successful and telling hits on a target, when the Wizard or other primary caster has been dealing with that one-spell-a-round difficulty from 1st level. The Fighter moved past their inability to get more than one, maybe two telling blows in a fight reasonably quickly, as mechanically their Base Attack Bonus rose to the point where they received an additional attack per round, using nothing but their class level as the basis for this increase.

Sure, as a function of their class level, the primary casters learn higher-level spells, but consider individual circumstances like the Wizard's, where if they want to do more than be minimally functional, they have to put out significant amounts of cash to purchase more than their two "free" spells per level, and then have to spend more cash to scribe those spells into their spellbook.

Ultimately, the incongruity of it all doesn't sit well with me, so I came up with a system which I feel more accurately represents the efficiency and skill with magic that I feel higher-level primary casting classes ought to have.
sculyblast

03-06-04, 04:33 AM
Arrggghh!!! THis can't be true!!
they say I am a lawfull good human bard.

first: I am certainly chaotic not Lawful!!! (lawful is awful)

second: I am not a standard human! (Hmzzz I have some nice notes on elf and dwarf to, guess I am a multicultural Human and I am most certainly not a half- orc -17.4)

Bard? I can't be a bart, I hate music. I have done well on the other classes as well (I am certainly not a Ranger, monk or Barbarian)

huh?
this test is fake! I accidently closed the window and now I am a lawful good dwarven paladin (or I am so chaotic that this test can't calculate what I am)
lanilifar

03-06-04, 04:36 AM
Eldren:
Limit it so only 2 spells with casting times of 1 standard action or less can be used with iterative casting (which of course means only 1 standard action, because if it was less, you wouldn't need iterative casting).
Make sure you note that using iterative casting is a FRA, so that way you can't cast 2 spells and move.
baerdith

03-06-04, 10:30 AM
Originally posted by dantedarkstar
If it dealt 1d8/level and allowed a save (for example Fort half), it would be perhaps balanced, but as it is, it's just far beyond the power line of core spells.


hmm, how about 1d6+1/level and Reflex save for half - no save if targets are wearing metal armor? or Ref 1/2, Ref 1/4 if wearing metal armor
baerdith

03-06-04, 10:41 AM
Originally posted by dantedarkstar
Fulfilling my duties as archmage of Arcane Superiority, I posted promised [Arcane] feats:
http://boards1.wizards.com/showthread.php?s=&threadid=194846

Usable exclusively by arcane casters. Clerics can have thier own [Divine] ones, so wizards can have thier own [Arcane] too.

SO no Sorcs can take the feats? They all require Preperation, whwch means a Sorc would have to burn an additional feat to get the feats.

<edit> Are you saying 'or spell slot' to mean a Sorc. can use this? If so you should just say spell slot.
baerdith

03-06-04, 11:13 AM
Originally posted by Aramek
Thanks, and Kudos for the good personality!

We all should take at least the character test.
Abilities test is for your RL stats.

NG Elven Bard (but with some Human Wizard thrown in)
baerdith

03-06-04, 11:14 AM
DP

:mad:
Aramek

03-06-04, 11:19 AM
Just as an aside, I actually got LN Human Paladin.

In my homebrew campaign, there are 4 alignments for Paladins, LG, LN, LE, NG.

But since the test knows there aren't any LN Paladins, It put LG on me, but LN was the higher.

But while I am LN, I like LG better, LE causes trouble more often than not.

Praise St. Cuthbert.
Eldren

03-06-04, 11:46 AM
Lanilifar:

I had intended to limit it to only spells with a casting time of one action, so that people aren't busting off with major summonings, etc. Of course, that becomes a moot point once someone gets Gate. Then again, to be able to cast Gate with another spell that isn't quickened, you need to be Epic, so that all balances out. :devil:

I had just forgotten to put that in the description of the concept. Thanks for the heads-up, though. In practice, that's what I've been doing to my PCs. As well, yes, casting two spells is a Full Round Action, so they're at best going to take a five-foot step, unless they have Boots of Speed or have already cast Haste on themselves.
Aramar the Black

03-06-04, 08:11 PM
Okay, I am taking the opportunity to post so as not to lose my place in the council.
To dantedarkstar: I like the feats, I didn't read the later ones in detail, but what I did read, I liked! My socerer partner will be very happy.
Now, I going to go find that that test and the beginning of the current discussion so I may make more informitive posts.

Edit: Thank You, Aramek, I found it. But I must say, I am not overall peased with the results. It said I was a Lawful Good Half-Elf Paladin. No way in the Abyss would I promote law or start training as a Paladin. I much prefer being a NG half-Elf Wizard.
Aramek

03-06-04, 08:13 PM
It is in my siggy good sir.
DiplomaticSorcerer

03-07-04, 12:01 AM
Originally posted by sculyblast
huh?
this test is fake! I accidently closed the window and now I am a lawful good dwarven paladin (or I am so chaotic that this test can't calculate what I am)
No, sculy, it's just that the maker of the test didn't design it so that it would reset the values for all of those variables every time you clicked on the submit button, so every time you click it, it re-adds up everything and adds it onto your previous scores, causing some changes in your ratings.
BlaineTog

03-07-04, 12:19 AM
Took test twice. Results both times:

NG Human Bard. http://majik.be/smilies/w00t.gif
Aramek

03-07-04, 12:22 AM
My character class is better than all of yours.

Blaine: Nice new Avatar, Troy Bellarosa was my fave of all the people they followed.
kedi

03-07-04, 03:38 AM
I took several tests:

at first, I took online wizards.com alignment test. I recieved CE every single time.

Then I took one in a site called druid's grove. I was LE dwarf bard.

today I took it again. Human CN Bard.

Online alignment test says I am CN too.

viva anarchy.
Look Within My Mind

03-07-04, 03:58 AM
sculyblast

03-07-04, 04:40 AM
finally finished the magic Item (or artifact actual)

Zollex' Cheese

click here (http://archmages.conforums.com/index.cgi?board=Items&action=display&num=1078570963)
Ice Wizard

03-07-04, 11:16 PM
Hmm I don't see anybody claiming to be the Archmage of Ice or Water :u: here, but I could have sworn I saw somebody saying that they were the "Archmage of Ice" in another thread. I figured that I would opt to become the Archmage of either Ice of Water :u: depending on who has done what already: If you confirm that there is indeed a Archmage of Ice then Water :u: will be just fine with me, but if Ice isn't taken then you better believe that I am jumping for it! Once we figure out what's going on, I will start posting my own spell ideas. Until then, Adieu! :D
DiplomaticSorcerer

03-08-04, 06:13 AM
Originally posted by Ice Wizard
Hmm I don't see anybody claiming to be the Archmage of Ice or Water :u: here, but I could have sworn I saw somebody saying that they were the "Archmage of Ice" in another thread. I figured that I would opt to become the Archmage of either Ice of Water :u: depending on who has done what already: If you confirm that there is indeed a Archmage of Ice then Water :u: will be just fine with me, but if Ice isn't taken then you better believe that I am jumping for it! Once we figure out what's going on, I will start posting my own spell ideas. Until then, Adieu! :D
I'm pretty sure one of our members has the archmage of ice title, but you may be allowed to have that title.He doesn't post very often...
sculyblast

03-08-04, 02:18 PM
Dear Archmages..

We have got our own forum running
right here (http://archmages.conforums.com/index.cgi)
we would like you to show up if possible since we have more possiblities at that thread, new archmages can ask for domains there since, when our memberslist is approved, we can post a page with all taken Domains and we don't have to bother Poor WizO_Catoblepas with the ever increasing amount of "can I be archmage of x" questions.

greats sculy
baerdith

03-08-04, 03:35 PM
In his many travels Baerdith, Bard of the North, encountered many loathsome figures, but none so rotten as a certain Thayan merchant by the name of Fernigar. He was ugly, smelly and all around nasty. But one thing he knew was magic items, having made, discovered or stolen virtually every known common magic item in Faerun.

From his unsavory dealing with Fernigar, Bary has learned a great deal about manufacturing, identification and 'procuring' magic items. For some strange reason, maybe the Thayan likes the bard's music, Bary was given unlimited access to Fernigar's inventory.

One item that Bary found in Fernigar's inventory was simply called the Whip of Doom. Upon inspection, it was discovered to be an ancient (300-500 years old) whip with moderately powerful enchantments upon it. The whip was made of the skin of some unidentified beast, maybe dragon under-hide. The handle had gold and silver embelishments, with some silver embelishments along the whip itself. But its most distinguishing feature was the electrical current that ran from the handle to the tip.

According to Fernigar's notes the whip was found abandoned in a lord's treasury vault in Ilmwatch. Fernigar decided to give this 'abandoned' item a home.

After examining it, Bary decided to try out the weapon on one of his adventures and concluded that the electrical weapon did indeed have the power of granting a quick death to goblins and their ilk.

Fernigar's Whip:
+3 shocking burst, goblinoid bane whip.
damage: 1d6 electrical damage, an additional +1d10 on a critical hit, +2d6 additional damage to goblinoids.

Assumed requirments to make the item:
Craft Magic Arms and Armor. CL 10th. Summon Monster I; Lightning Bolt.
72,301 gp cost
Ice Wizard

03-08-04, 04:59 PM
If there is already an Archmage of Ice then I will go ahead and become the Archmage of Water. I am many things, but I am not a usurper of other peoples' titles. To tell you the truth, I was kinda hoping that I would have the Title of Archmage of Water, I have created more spells with the Water descriptors then anything else. So, I will become the Archmage of Water asnd I will be changing my Signature immediately. Thank you one and all!

:u: :u: :u:
Aramar the Black

03-08-04, 09:13 PM
I am Archmage of Ice.
I am glad my title was not contested for.
DS, I would post here often, but having access to the internet only twice a week until a week ago, it was knid of hard to post a lot.

Oh, sculyblast, I like the Cheese! I might have to go and join upo over, so my thought can be more conveyed more directly.
Eldren

03-09-04, 12:53 AM
Sculyblast, it's a nice concept to take the thread to a place where the WizOs aren't going to be bothered by the obvious nature of what this thread requires, but unfortunately, I just don't have the time to pursue another set of message boards. I barely have the time to keep up with these. :) I tried making an account on the ENWorld boards, but I've posted there maybe two or three times total in the month since I've been there. While it's given me a great idea for my current campaign's storyline, the reality is that I only have time for one set of message boards, and the WotC boards are it. :)

I'd like to remain Archmage of Chromatic Magic if I could, but if it's going to require participation in a set of boards on a different site, I may have to step down. :)
sculyblast

03-09-04, 12:34 PM
Eldren We do not force you to go into that forum, we would like you to show up since those boards are more CoA based, If you think you can't make it, then you will just keep posting on this thread (as most of us) and Someone els will copy your spells to the CoA boards.

greats Sculy
DiplomaticSorcerer

03-09-04, 03:04 PM
Originally posted by Aramar the Black
I am Archmage of Ice.
I am glad my title was not contested for.
DS, I would post here often, but having access to the internet only twice a week until a week ago, it was knid of hard to post a lot.
*snicker*
Malyss the defender

03-09-04, 09:06 PM
Hi everyone!I'm back from vacation and i just finished reading the council.All those spells are great,especially prismatic storm and dimensionnal thrust.

I took the character test and got lawful neutral half-elf bard.It seeems everytime I take a similar test I get half-elf bard but I usually get chaotic or neutral good.I also did the ability test which gave me str 10,dex 10,con 11,int 11,wis 14, cha 11.I didn't know the answer to the strenght questions though but I would probably have gotten 7 or 8.The others do fit with what I think of myself.
Finwe

03-09-04, 09:26 PM
Flamestrike
Conjuration (Creation) [Fire]
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One burst of flame
Area: 10’/20’ radius blast
Duration: instantaneous/see text
Saving Throw: see text
Spell Resistance: No

Flamestrike creates a bolt of flame, similar in shape and proportions to that of a thunderbolt, which comes down from the heavens and creates a blast of flame which detonates with a deafening roar. This has several effects:
1. Flame envelops the 10' area of effect, dealing 1d6 points of fire damage per two caster levels (max 12d6), with a reflex save for half. (all combustibles are ignited)
2. The shockwave of the blast is such that all within a 20’ radius must make a reflex save or be knocked prone. A successful reflex save means that the creature is not prone.
3. The blast generates such a great amount of light that all creatures who are within 20’ of the blast that can see must make a reflex save to avert their eyes or become blind for one minute per caster level.
4. The earth-shattering blast which reverberates inside the area of effect causes all who are within the 10’ blast to be forced to make a fortitude save or become deafened. The intense sound also deals sonic damage to objects and constructs equal to that of the fire damage to normal creatures. Constructs may make a fortitude save for half damage. (The fire damage is not dealt to constructs or objects)

If the caster's opponent is truly dire, he may opt to spend 5,000 XP, and use a portion of his own soul to fuel the spell, dealing 2d6 points of damage per caster level. This damage is pure soulfire, and thus not suceptable to any sort of damage resistance or immunity.


Spell resistance only applies to effect number 1, as 2, 3, and 4 are mundane side effects of the origanal blast.
Frostbite_Ravenheart

03-09-04, 09:57 PM
Finwe is it just my imagination or have you disapeared for a little while and just came back? If so then Hello and welcome back my good ol' buddy! If not then could you tell me a good doctor I can go see?

-Frosty
Aramar the Black

03-09-04, 10:11 PM
ho, Finwe, I like the spell, but I have a few questions:
Does the extra 2000 XP cost add to a previoius cost, or does does it just mean it costs 2000 XP to cast the divine version? (Plus the normal components)

Also, what exactly does the 10' radius apply to?

Lastly, what is the damage maximum for the first effect?
sculyblast

03-10-04, 02:58 AM
Malyss I did the ability test as well with everything a average of 12/13 and in Str of 5 :confused: (I do not train and I will probably be confused by the American weight terms)
and a wis of 8 (hello it was about English words, I am native dutch that takes the wisdom of any not native english down with atleast -2) and I still don't beleave what the character test told me
sculyblast

03-13-04, 03:29 PM
so I need a little help here

my character is in possesion of a big tower.
because he likes to travel he made a spell so he could make a entrance to his tower every time he wants

this entrance lasts for 24 hours and then vanishes

I don't have a clue what level this spell should be and any thing els

help please?
Finwe

03-13-04, 03:36 PM
He uses a persistant gate.
Gellion

03-13-04, 05:30 PM
I took that quiz thingy, and here is what I got.

Lawful Good Dwarven Sorceror
Str: 10
Dex: 8
Con: 8
Int: 7
Wis: 10
Cha: 18

So apparently I am of average strength, am clumsy and have no endurance. Am dimmer than most Half-Orcs, as wise as an ordinary person, but am very likeable. To top it all off, I am a Dwarf.:twitch:
DiplomaticSorcerer

03-13-04, 05:37 PM
Originally posted by Gellion
Lawful Good Dwarven Sorcerer.
Man, that's REALLY ironic...
BlaineTog

03-13-04, 05:41 PM
How does this look?

Quarius' Convenient Portal
Conjuration (Creation)
Level: Brd 5, Sor/Wiz 5
Components: V, S, M, F, XP (see text)
Casting Time: 10 rounds
Range: Close (25 ft. + 5 ft./level)
Effect: See text
Duration: 24 hours
Saving Throw: None, and Will usage
Spell Resistance: No

This spell creates a door out of thin air. The door can be made up against any sort of solid surface (even the ground) without difficulty, but if the door is created against nothing (such as in the air), the caster must pay a price of 100 XP. As with all Creation spells, the door cannot be created inside something (such as another person).

The door persists for 24 hours after creation and is linked to another door that the caster selects before hand. This other door must be a permanent fixture created nonmagically. Twenty platinum nails must be pounded into and along it’s frame (which cost a total of 500 gp) and the caster’s Arcane Mark must be placed on the door itself. The caster can have no more than one such door at any one time.. If the door is destroyed, the nails become useless and cannot again be used as part of the spell.

Thereafter, whenever the caster conjures up the door created by this spell, it links itself to the preordained door and opening either will allow you to step through the other with the ease of stepping through a normal door. The distance between the two doors is irrelevant, but they must be on the same plane.

Anyone wishing to step through either door while the spell is in effect must pass a will save at a -20 penalty. In any case, the caster is alerted to the attempt as the alarm spell (using the “Mental Alarm” setting, and without range).

Material Components: A brass doorknob (5 gp) which is inserted into the door during creation.

Focus: Twenty Platinum nails (500 gp) which must be inserted into the static door, and a diamond key (2,000 gp) which the caster must have at the time of casting.

XP Cost: 100 XP; See text.


And:


Quarius' Convenient Portal, Greater
Conjuration (Creation)
Level: Sor/Wiz 7

As Quarius’ Convenient Portal, but the portal can even be used across planes. However, doing so is taxing and carries a cost of 300 XP to anyone who uses the door across planes.

XP Cost: As Quarius' Convenient Portal, but also 300 XP for cross; see text.
sculyblast

03-13-04, 06:16 PM
nice work blaintog!!

I like the fact that you can have a door standing somewhere and that there is nothing behind it, it only cost 100 xp, but whatever
sculyblast

03-13-04, 06:19 PM
Btw his name is Quarius
BlaineTog

03-13-04, 06:26 PM
Originally posted by sculyblast
nice work blaintog!!Thank you! :tiphat:

I like the fact that you can have a door standing somewhere and that there is nothing behind it, it only cost 100 xp, but whateverYeah. I was trying to keep the spell at least somewhat helpful in these cases, but making the soor stand against nothing should be a bit more expensive than giving it a backing (hence the token XP cost).
Gellion

03-13-04, 06:31 PM
Originally posted by DiplomaticSorcerer
Man, that's REALLY ironic...

I know, that test seems to equate being Lawful, with just trying to be a nice guy. And Chaotic with being a backstabber. Well, it does explain why I like to play classes ike Wizards though.:)
sculyblast

03-13-04, 07:19 PM
yeah Gellion, I had the same THing, I know I am Chaotic and that .... test told me I am .... lawfull :sad:

anyway..
Finwe

03-13-04, 07:21 PM
I got a lawful good half elven bard :uh-huh:

Anyone who knows me would know that I am a nretral goo (and more neutral than good) elven wizard!
Frostbite_Ravenheart

03-13-04, 10:21 PM
Bah that test is courpt...the first time I did it I was a LG Dwarven Bard...the next time a LG dwarven fighter...The next time A NG Halfling Bard...

Ranger was always high...paladin was always high...cleric was always negative...always.

That last part fits but the first three times dont...

I am in real life probably a NG Halfling Sherif who rides around all day on a riding horse and knows everyone by name and for some dumb reason can beat the crap out of any halfling...might be due to the fact that hes the law but just dosent get that part. Hes kinda the guy that is invited in to his house for a coup of soup at night then the next morning go relax is a fern-bed...all now thats the life for me!

-Frosty
Eldren

03-14-04, 12:33 AM
I've personally never been a fan of that particular online test; I think I wound up with something like Lawful Good elven Bard. Lawful Good I can see, I've had several people tell me they could see me as an elf, but Bard? I'm a musician, but I always pictured myself as more of a Wizard.
Thunderpuck

03-15-04, 02:04 PM
Well here goes My first post. I would like to know what I need to do to be an arch mage.
For a domain.... Fire is taken...I do seem to incur the wrath of many high level baddies. My Mage is Modately Intellegent (22 Currently) An evoker by trade. Collector of rare tombs(over 100 books) Any suggestions?
DiplomaticSorcerer

03-15-04, 02:29 PM
Originally posted by Thunderpuck
Well here goes My first post. I would like to know what I need to do to be an arch mage.
For a domain.... Fire is taken...I do seem to incur the wrath of many high level baddies. My Mage is Modately Intellegent (22 Currently) An evoker by trade. Collector of rare tombs(over 100 books) Any suggestions?
Well, you don't really need to do anything except post often and post on-topic(you can post an off-topic reply once in a while, but try to keep it to a minimum). Also(unless you don't want to), you can put a link to the council in your sig. It's not required(As you can see, quite a few of our members don't have a link), but it will help us to get new members, something that we're always looking for. In fact, that's one reason we moved here. As for domains, I don't have any suggestions, but I can tell you what you can't choose. Here's a list.

Race domain. e.g. Archmage of elves. Aravilar's domain is not a race domain, we cleared that with him when we joined.
"Uber" domains. e.g. Archmage of the Elements or Archmage of Arcane magic(not to be confused with Arcane superiority, one of our member's domains).
Those two are the only ones that we really just don't allow at all, but as a general rule of thumb, don't suggest anything that you wouldn't allow were you in our place.
sculyblast

03-15-04, 02:50 PM
well thunderpuck, you could be Archmage of Ancient knowledge with that amount of tombs..

I don't know if these tombs are about hiltory/magic/whatever
It is just a suggestion, you should write down more on your character to have us make suggestions
Thunderpuck

03-15-04, 03:05 PM
Here is a little something I whipped up a while ago as an alternative to Magic Missle.

Thunderpucks Massive Missle
Evocation [Force]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Targets: One creature or object Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A missile of magical energy darts forth from the character's fingertip and unerringly strikes its target. The missile deals 1d4+1 points of damage.
The missile strikes unerringly, even if the target is in melee or has anything less than total cover or concealment. Specific parts of a creature or object cannot be singled out. Inanimate objects can be damaged by the spell.
For every two levels of experience past 1st, the character gains additional power to the missile. The the missle does 2d4+2 at 3rd level, 3d4+3 at 5th level, 4d4+4 at 7th level, and the maximum of 5d4+5 at 9th level or higher.This missle delivers slam damage to inanimate objects (doors or chests for example)

Also Flame strike an those Portal spells are great... My DM will Hate them
:smirk:
baerdith

03-15-04, 03:23 PM
Originally posted by sculyblast
well thunderpuck, you could be Archmage of Ancient knowledge with that amount of tombs..

I don't know if these tombs are about hiltory/magic/whatever
It is just a suggestion, you should write down more on your character to have us make suggestions

Weel, i kinda think Lore covers Ancient Knowledge.
DiplomaticSorcerer

03-15-04, 03:33 PM
Originally posted by Thunderpuck
Here is a little something I whipped up a while ago as an alternative to Magic Missle.

Thunderpucks Massive Missle
Evocation [Force]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Targets: One creature or object Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A missile of magical energy darts forth from the character's fingertip and unerringly strikes its target. The missile deals 1d4+1 points of damage.
The missile strikes unerringly, even if the target is in melee or has anything less than total cover or concealment. Specific parts of a creature or object cannot be singled out. Inanimate objects can be damaged by the spell.
For every two levels of experience past 1st, the character gains additional power to the missile. The the missle does 2d4+2 at 3rd level, 3d4+3 at 5th level, 4d4+4 at 7th level, and the maximum of 5d4+5 at 9th level or higher.This missle delivers slam damage to inanimate objects (doors or chests for example)

Also Flame strike an those Portal spells are great... My DM will Hate them
:smirk:
Dude, that's less powerful than the normal magic missile. At least with the original, you can pick up to 5 targets. If you want to inflict that much damage, you can just cast all 5 missiles at one target. Or did they change it in 3.5?
Thunderpuck

03-15-04, 10:58 PM
My thought with the missle was to exchange the multiple targets for the ability to target the inannimate. The damge is the same, It has worked for me when I was lower level. Some examples were the small rock slide I created when i was accosted by a small bandit gang on a mountain pass. I also stopped a bar brawl that was kicking our party's butt buy dropping the center pole of the tent we were in....

(dripping with playful sarcasm)
The the spell is not the problem:angel:
It's your lack of vision:smirk:
DiplomaticSorcerer

03-16-04, 07:18 AM
I see that, but I still don't think it was a good trade-off. I'd rather have the ability to strike multiple targets.

Oh, and tall people aren't the evil ones. You ever hear of a kender?
Thunderpuck

03-16-04, 04:54 PM
I think I can live with the domain of Arcane Lore if its alright.

Tabular Magmus Thunderpuck XII Archmage of Arcane Lore....rolls right off the tounge.

Also Kender have Tall souls.
DiplomaticSorcerer

03-16-04, 07:59 PM
Originally posted by Thunderpuck
I think I can live with the domain of Arcane Lore if its alright.

Tabular Magmus Thunderpuck XII Archmage of Arcane Lore....rolls right off the tounge.

Also Kender have Tall souls.
Ok, I guess you can just be Baerdith's vassal...or something....
aravilar_holistacia

03-16-04, 08:07 PM
Originally posted by DiplomaticSorcerer
Ok, I guess you can just be Baerdith's vassal...or something....

In the old Council there *was* a vassal archmage... of something... It was in the old member list, DS.
Thunderpuck

03-16-04, 09:30 PM
Look DiplomaticSorcerer I just wanted to know if that was an ok domain for me. I'm new I dont know the "old "list or Baerdith for that matter.When I asked for sugestions Arcane lore was one given. If its not ok I'll keep looking.

I'm starting to feel a little picked on buy you...you got a problem with gnomes?:D
Finwe

03-16-04, 09:44 PM
Well, arcane lore is already taken. You could be Archmage of Secrets though....
baerdith

03-16-04, 09:45 PM
Gee, I have a Vassal now?


Hmm, just think of all the possibilities! :smirk:

Bow! Bow before me and give me all your treasure!!:king:


Oh! and all your magic items too! MWHAAHAHA!!!
Thunderpuck

03-16-04, 09:53 PM
Hey, Baerdith I suppose you could tell people to kiss your Baer-Vassel.

Archmage of Secrets...that would be good. Now that you all know I'll have to kill you.

:devil:
Aramar the Black

03-16-04, 10:00 PM
Hey, I like gnomes. Very creative, inventive people. Just my type. Not to mention thier dieties alignment matches mine.
Heck, in my campaign, Gnomes are, on average, the smartest of the common PC races. (+2 racial bonus to intelligence)
DiplomaticSorcerer

03-17-04, 05:59 PM
Originally posted by Thunderpuck
Look DiplomaticSorcerer I just wanted to know if that was an ok domain for me. I'm new I dont know the "old "list or Baerdith for that matter.When I asked for sugestions Arcane lore was one given. If its not ok I'll keep looking.

I'm starting to feel a little picked on buy you...you got a problem with gnomes?:D
Well.....OK, fine. No more insults, put-downs, and/or invalid disagreements from DS. I will continue to hate the short people, though.
Frostbite_Ravenheart

03-17-04, 06:39 PM
Bae! Watch your tounge! Not only will you upset the wizos by mentioning rank again you will upset me! Do know my friend that if ranks were as they were in the begining...you would be MY vassel and so would he :)

all in good fun!

-Frosty The HIGH Arch-bard of Musics and Emotions

(Just kidding with cha baerry)
baerdith

03-17-04, 10:26 PM
Originally posted by Frostbite_Ravenheart
Do know my friend that if ranks were as they were in the begining...you would be MY vassel and so would he :)


:OMG! Uh Oh, Frosty I like you as much as the next guy, but them's fightin words!

Character sheets at dawn?:D



Hey Cat! Just kidding!
Just to prove it, here's another magic Item:
-----
On yet another delving into Fernigar's vast inventory, Baerdith Starwanderer discovered a beautiful blue-white staff. According to the inventory this was called the Staff of Electricity. Being very fond of electricity, Bary immediately claimed the staff as his own. And he's gotten a charge out of it ever since.
----
Staff of Electricity: Very smooth oak Quarterstaff has a blue-white tint and always seems to have a minor charge to it (much like static electricity). It allows use of the following spells:
Electric Jolt (No charge expended)
Shocking Grasp (No charge expended)
Electric Loop (1 charge)
Lightning Bolt (1 charge)
Ball Lightning (2 charges)
Chain lightning (3 charges)

The Quarterstaff may be used in Melee causing 1d6+1 damage per hit. (it is a +1 weapon)
In addition twice per day on command the staff is sheathed in crackling electricity. This electricity does not harm the wielder, but does an extra 1d6 electrical damage upon a successful strike. On a critical hit the staff deals an additional 1d10 electrical damage

The Quarterstaff when created has 50 charges, and may be recharged by casting each of the spells into it within 1 hour.


Strong evocation; CL 13th; Craft Staff, Craft Magic Arms and Armor, chain lightning, Lightning Bolt, Ball Lightning, shocking grasp, electric jolt, and electric loop ; Market Price 73,000 gp. Cost to create: 40,000 gp and 3000 xp.
Look Within My Mind

03-20-04, 01:38 AM
Well, I am formerly changing my domain from Archmage of Demonbinding to:

Archmage of Spell Storing and Spell Wards.

Look Within
sculyblast

03-21-04, 08:51 AM
oke I have some Question about Antimagic fields
like When you cast a spells on a character and enter a Antimagic field, will the effect keep working?
TheRedRobedWizard

03-21-04, 10:12 AM
If, sculyblast, you're saying that after casting a buff spell on a friend of yours, you enter the area of an anti-magic field, but he doesn't... yes, the effect stays.

If, you're saying that after casting a buff spell on a friend, that friend enters the anti-magic field, then no... the effect is suppressed.

Also, I call Archmage of Neutrality or Archmage of Balance.

-TRRW
sxoa

03-21-04, 11:20 AM
since you folks are the masters of magic would you kindly review my thread Large scale spell abuse for economic gain (http://boards1.wizards.com/showthread.php?s=&threadid=205507)?

If you'd like I can simply copy paste it over here if that works better for you.

I appreciate your thoughts and input.
Thunderpuck

03-21-04, 11:40 AM
About the antimagic fields, reading that post made me think of a question I'm unsure of. Would a caster who needed to maintain consentration for a spell lose the spell if entering the field? Lets assume that the effect is outside of the field.

Also, no one has said no to the the title of archmage of secrets.
So i'll take it :D
Thunderpuck

03-21-04, 12:00 PM
Sxoa,
After reading your post on the shameful abuse of Magic I have but one thing to say......

Wanna Buy masterwork long swords from me at Crazy Low Low Prices! :schemes:
BlaineTog

03-21-04, 01:48 PM
One of my players is rather attached to his starting weapon and wants to get it enchanted. Problem: it's not masterwork. Hence this spell.



Master's Work [Thanks to kedi for the name :ayyyy!:]
Transmutation
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Object Touched
Target: One nonmasterwork, nonmagical item
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You cause the item touched to become sharper, stronger, more balanced. The item becomes just generally more well made; in other words, the item becomes Masterwork.

Generally, this spell is used to make weapons and armor better, but it can also be used on other items as well.

Material Component: Magical Supplies whose cost varries according to the type of item touched. A suit of armor costs 150 gp to be made masterwork, and a weapon costs 300 gp. A double weapon costs 600 gp instead. Items (such as a Thieves’ tools set) cost the difference between the original item and a masterwork version of the item (so a Thieves’ tool set would cost 70 gp in magical supplies).
sculyblast

03-21-04, 02:19 PM
Ha! beginning swords are good..

I am annoyed by players who act like this

5th level: Hey! A magical +1 sword!! I am happy!

serval levels later with like 17 sesion passed

7th level: Hey! A magical +3 Sword! I will just sell this sword that is only +1 so my attack will be a bit higher and I won't care for the emotinal value I should have with this sword!!! I have a +3 sword, I am happy

that annoys me when they to something alike
sxoa

03-21-04, 02:45 PM
Originally posted by Thunderpuck
Wanna Buy masterwork long swords from me at Crazy Low Low Prices! :schemes:
LOL :rofl:

I like it BlaineTog, though it seems wierd that you say optionally Dms may allow this to be used on other stuff and then give clear (and IMHO good and correct) rules on how to handle non armor/weapon gear.

I always develope emotional attachment to my gear and generally haul it around as dead weight even if I can't get it upgraded. So this is nice :)
sculyblast

03-21-04, 02:53 PM
hmzz.. we'll I am reconcidering and I came to the conclusion that I would just cheat myself and say.. "oke (insert player's name), It is a masterwork weapon for now."

for the reasons that a character would not be attached to a ordainary sword.. there sould be a good story about it why he is attached to it right? got it from his father or something like
kedi

03-21-04, 03:25 PM
:bored:

So, why abondoned the classess and why here and why I wasn't been told to?


Guess will never know :rolleyes:

Blainetog: a new name: Master's Work :) sounds neat.

a cool idea.
BlaineTog

03-21-04, 05:10 PM
Originally posted by sxoa
I like it BlaineTog, though it seems wierd that you say optionally Dms may allow this to be used on other stuff and then give clear (and IMHO good and correct) rules on how to handle non armor/weapon gear.Good point. And with the New Name (with a big shout-out to kedi), It makes sense.

I always develope emotional attachment to my gear and generally haul it around as dead weight even if I can't get it upgraded. So this is nice :) Thank you. :tiphat:
Ice Wizard

03-22-04, 01:23 AM
Axel's Aqua Prison
Sor/Wiz4 Dru3
Conjuration(Creation)[Water]
Components: S M
Casting Time: 1 action
Range: Medium (100' + 10'/level)
Area: 10'radius sphere + 5'/ 4 levels
Duration: 1 round/level
Saving Throw: Reflex Partial
Spell Resistance: Yes

THis spell creates an unmoving sphere of a cool water-like substance that envelops those cought within it. Creatures that make their saving throughs are forced out of the area and take d6 points of bludgeoning damage. If this forces the creature(s) into any physical object they also take an additional 3d6 points of bludgeoning damage. Creatures that fail their saving throw cannot leave the sphere or water unless they make a swim check (DC = the spell's save DC + 3). They can, however, move anywhere they want within the sphere. Fire based creatures caught in the sphere take 4d6 points of damage per round while in the sphere. The water is breatable so creatures within the sphere need not hold their breath (though most aren't aware of this). When the spell expires, the substance turns into normal water and falls harmlessly to the ground or floor.

Material Component: A few drops of water

:u: :u: :u:

Well? what do you think? Is this not a decent Water spell or does it need tweaking? :confused:
Look Within My Mind

03-22-04, 07:11 PM
Originally posted by TheRedRobedWizard

Also, I call Archmage of Neutrality or Archmage of Balance.

-TRRW

TRRW: Archmage of Balance isnt taken and should be okay. Welcome to the council.

Look Within
Aramar the Black

03-22-04, 08:09 PM
Hey, Ice Wizard, I like you spell! though, I have a question-can beings outside the sphere attack those within??
sculyblast

03-23-04, 02:59 PM
I am thinking on making some more depth in Spell specializations

there allready is a Chronomancer Class
but except for the elemental servant, there are no Prc or speciallization on spells for:

fire
water
earth
wind
shadows
soul
etc

there are a lot of specallization, but any mage can take soul/show/fire spells

I want to create prc that allow you to cast powerfull x-mage only spells

x= type of magic speciallization
Aramar the Black

03-23-04, 06:05 PM
Originally posted by sculyblast
I am thinking on making some more depth in Spell specializations

there allready is a Chronomancer Class
but except for the elemental servant, there are no Prc or speciallization on spells for:

fire
water
earth
wind
shadows
soul
etc

there are a lot of specallization, but any mage can take soul/show/fire spells

I want to create prc that allow you to cast powerfull x-mage only spells

x= type of magic speciallization

So, like a specialtist wizard?? Focus on a certin descriptor and is cast more powerful versions of those spells, right??
If so, I'm currently working on such a class, a ice mage.
Ice Wizard

03-23-04, 07:17 PM
Originally posted by Aramar the Black
Hey, Ice Wizard, I like you spell! though, I have a question-can beings outside the sphere attack those within??

I am happy that you appreciate my work, but that qestion never came to my mind when I was developing the spell. It would probably be somewhat difficult to attack something on the edge of the sphere, and nearly impossible if the target is deeper inside it, without getting trapped in the sphere along with it... I'd say that attack made by creature outside the sphere take a -2 penalty to attack and damage rolls to hit anything within the sphere and, in the case of melee attacks, the attacker must make a reflex save to avoid getting sucked in. I hope that this clears up any cpnfusion... Thank you to all who like my work :D :u:
Smite-Mo-Tron

03-23-04, 09:48 PM
Well, I have had my attempts at making spells, so I'll have at it again. I found that with the exeption of just a few, I don't particularly like the 4th level spells, and thus I present

Lesser Soviet Missile Strike

Launches Missiles of force and fire

Range Medium (100+10ft per level)
Creates one missile plus 1 for every two levels above the first (Max 10) Missiles deal 1d8 Sonic and 1d8 Fire.
SR: Yes
Save: Fortitude 1/2

In other News, I would like to apply to become the
Archmage of Annihilation (meaning I specilize in things like Disintegrate, and other things that make your opponants cease existing).
Aramek

03-23-04, 10:51 PM
Originally posted by Smite-Mo-Tron
Well, I have had my attempts at making spells, so I'll have at it again. I found that with the exeption of just a few, I don't particularly like the 4th level spells, and thus I present

Lesser Soviet Missile Strike

Launches Missiles of force and fire

Range Medium (100+10ft per level)
Creates one missile plus 1 for every two levels above the first (Max 10) Missiles deal 1d8 Sonic and 1d8 Fire.
SR: Yes
Save: Fortitude 1/2

In other News, I would like to apply to become the
Archmage of Annihilation (meaning I specilize in things like Disintegrate, and other things that make your opponants cease existing).
Hilariously brilliant! You are a good up and coming mage!
baerdith

03-23-04, 11:33 PM
Originally posted by sculyblast
I am thinking on making some more depth in Spell specializations

I want to create prc that allow you to cast powerfull x-mage only spells

x= type of magic speciallization

What did you think of the Song Mage overf at the conforums boards??
aravilar_holistacia

03-24-04, 01:27 AM
Originally posted by Smite-Mo-Tron
In other News, I would like to apply to become the
Archmage of Annihilation (meaning I specilize in things like Disintegrate, and other things that make your opponants cease existing).

As far as I know, there is no Archmage of Annihilation; unless any of the other Zeniths have objections, you are now the Archmage of Annhilation, Smite.

Welcome to the Council of Archmages.

Please create an account at our off-boards forum, located here. (http://archmages.conforums.com/)

Thanks for joining!

Aravilar
Zenith Archmage of Elven High Magic

Edit=spelling
dantedarkstar

03-24-04, 11:25 AM
Greetings archmages.

I have made a perhaps controversial feat for Illusionists. Since divine magic is devoid of illusions, it naturally boosts wizards.

Here's the link (since it's feat, it's in feat boards):
New Feat: True Illusion [Metamagic] (http://boards1.wizards.com/showthread.php?s=&threadid=207461)


As for recent spells:

Axel's Aqua Prison: The only weird thing about it, is that perhaps it's good to fail save against it sometimes. You see, when you succeed, you are thrown out taking damage. When you don't, you can leave it without any harm.

Perhaps on succesful save you just jump out of the way of the sphere and find yourself outside (unless there is no way to avoid it, in which case it's no save spell).


Lesser Soviet Missile Strike: Actually it's a bit too strong perhaps. If it did d6's not d8's it would be alright. It would scale outside normal cap (to 20d6 total), but haiving fire damage divided balances that well.
Shouldn't the missiles explode too ? Or is that plans for more powerful versions ?
Aramek

03-25-04, 12:35 AM
The soviet spell doesnt scale. It does 2d8 technically, assuming no resistances. But I think a d6 would be okay, since it is a no miss spell. Since at level twenty that is ten missiles, and divided up any way one chooses.
He could make it a ranged touch and get rid of that pesky save. :D

Man! This spell has wonderful style!
I am not good at making spells, but I will look for some of my old ones,
Iron Curtain...
Hammer and Sickle...
Red Scourge...

:angel:
Lady Claransa Trent

03-25-04, 06:23 PM
Thanks for letting me know that the thread moved! I appreciate it, as I haven't been online much, so it's nice to know the Council is still going!
sculyblast

03-26-04, 03:29 AM
Lady Claransa? has Ds finally started the thing I should have done but passed on to him. or was the existace of CoA promoted to you bye someone els?

sorry for the offtopic post
aravilar_holistacia

03-26-04, 03:58 AM
Originally posted by sculyblast
Lady Claransa? has Ds finally started the thing I should have done but passed on to him. or was the existace of CoA promoted to you bye someone els?

sorry for the offtopic post

I'll confess, Sculy, it was I who PMed Lady Trent. :D

Apology for offtopicness.

Bindy: Did you get that domain list finished yet? *checks conforums*
aravilar_holistacia

03-26-04, 04:13 AM
Threadkeepers: Archmage of Netheril, DiplomaticSorcerer, Finwe, Aravilar Holistacia


Archmage of Netheril, --Founder--
DiplomaticSorcerer, Archmage of Fire
Finwe, Archmage of Temporal and Planar Magic
Aravilar Holistacia, Archmage of Elven High Magic
Sculyblast, Archmage of Shadows
Baerdith, Archmage of Lore
Dantedarkstar, Archmage of Arcane Superiority
Eldren, Archmage of Chromatic Magic
Raven Dark, Archmage of Debilitation Magic
Gellion, Archmage of Evocation
Look Within My Mind, Archmage of Spell Storing and Spell Wards
Frostbite Ravenheart, Archmage of Music and Emotions
BlaineTog, Archmage of Prestidigitation
Aramek, Archmage of Blue Magic
Necrodude, Archmage of Pain
Bait, Archmage of Sonic Energy
Aramar, the Black Archmage of Ice
Kedi, Archmage of Life and Death
Ice Wizard, Archmage of Water
Malyss the Defender, Archmage of Counterspelling and Defensive Magic
Thunderpuck, Archmage of Secrets
Lady Clarensa Trent, Archmage of Enchantment
Alpha_Lord, (pending)
Frozen Diamond, Archmage of Electricity
wolf_mage, Archmage of Wind and Storms


This is a list Demonbinder (Look Within My Mind) sent to me over MSN.... Sorry about teh post Bindy, but I got swamped with PMs about domains. :D;)

If anyone is missing, please PM me.
Aramar the Black

03-26-04, 09:40 AM
Hey Ive been think of a few spells latly, and I finally got one written.

Aramar's Arena
Conjuration
Level: Sor/Wiz 8, Clr 8
Components: V,S,F
Casting Time: 5 rounds
Area: 500ft. radius circle, centered on caster
Duration: 1 minute/level
Saving Throw: None

You cause dark clouds to fill the sky, blocking out the sun and causing heavy snow to fall. A severe wind picks up as well. All this results in -4 penalty to Listen, Spot, and Search checks, and a -4 penalty on attack rolls. It also obsures all sight (including darvision) beyond five feet. The temprature in the area drops to -50 degrees, harming unprotected creatures. (See Cold Dangers in the DMG.) Lastly, the ground is covered with ice, halving movement and increasing the DC of Balance and Tumble checks by 5.
Focus: A blue saphire worth at least 5000 gp.

I'm wondering about the level of this spell. 8 or 9 is what I ws aiming at. What do you guys think? Of the spell, too?
sculyblast

03-26-04, 11:06 AM
Ava andy has a domain of his own which I can't remember right now

furthermore we need a new topic

sculy
sculyblast

03-26-04, 11:08 AM
oops.. sorry for the second post

but that list is incomplete, aust alpah and luthian are not in for first and some others won't be as well if I am right
wolf_mage

03-26-04, 11:19 AM
Hmph. Shadows and Secrets have been taken already, which rules out my idea (Concealment — spells like Obscuring Mist, as well as Scrying and Divining.)

Hmph. Must come up with a new domain.
dantedarkstar

03-26-04, 01:02 PM
I think Aramar's Arena is fine, but quite powerful spell.

Comparision: Control Weather

With Control Weather, you have greater versatility and area, but it takes a lot more time to work, and yuo probably couldn't achieve all that effects at once (perhaps).
But I feel like it might be longer in duration, like 10 minutes/level, perhaps also dismissible.
Aramar the Black

03-26-04, 02:03 PM
Thanks, dante, for the reveiw.
But what do you mean? That my spell should be longer in effect? I'll think about it. My vision was that is would either be a short spell, meant for one battle, or something permanant, so you could place it in a castle or something. (Hence the "Arena")
As for the dismisable part, I guess I always thought longer lasting spells were dismissable. So mine is, of course. (though, who could want to get rid of such a beautiful place so quickly?:D )
Frozen Diamond

03-26-04, 02:09 PM
Can I be Archmage of Electricity/Shock Energy?
Malyss the defender

03-26-04, 03:26 PM
Aust,Alpha and Luthian don't post anymore so they shouldn't be on the list.I think no one is missing.

Frozen Diamond,since your domain is not already taken,you are now archmage of electricity.
wolf_mage

03-26-04, 04:34 PM
Could I be Archmage of Wind and Storms?

If so, I'll have to come up with a Wind/Storm-related spell, to celebrate.
aravilar_holistacia

03-26-04, 09:35 PM
Notice:

wolf_mage: Archmage of Wind and Storms
Frozen Diamond: Archmage of Electricity



New Topic: Wind spells :D

What spells are there that manipulate wind and the like? Besides Control Weather. :)
Aramar the Black

03-26-04, 11:09 PM
On this wind spells topic, are we talking spells that change the wind as a side effect, or directly manipulate it? Or both?
aravilar_holistacia

03-26-04, 11:15 PM
Both will do fine. :D
wolf_mage

03-27-04, 12:08 AM
I was supposed to be Archmage of Wind and Storms...

Obscuring Mist, Control Weather, Fog Cloud, Fly, for example. And, of course, I'll have to make a spell to create a rainstorm.
Aramek

03-27-04, 12:30 AM
This is the perfect spell to start storms off. This was written by the great 'Bringer of Ruination'. I have edited it slightly to get rid of the
----------------------------------------
END OF DAYS: [EPIC SPELL]
Spellcraft DC: 152
Components: V,S, XP
Casting Time: 7 days, 10 minutes
Range: 0 ft
Area: 7 miles radius emanation
Duration: 7 days, 7 nights
Saving Throw: Reflex halves [see text]
Spell Resistance: Yes
Seed: energy fire (DC 19), Seed: energy weather (DC 19), Seed: dispel (DC 19)
Factor: change rain to wisps of fire (ad hoc + 12 DC), increase damage from 1 point to d20 (+ 70 DC), increase duration from 20 hours to 7 days, 7nights (+ 18), increase area from 2 mile to 7 mile radius (+ 5 DC), +20 to caster level to beat dispell attempts (+ 40 DC), +6 damage dice (+ 12 DC)
Mitigating factors: increase casting time to 7 days, 10 minutes (- 34 DC), burn 2000 XP (-20 DC).

This is essentially a suped up version of the rain of fire spell. The epic spellcaster calls forth a storm of tremendous fury and wrath that rains black fire on everything within a 7 mile radius, for 7 days and 7 nights. The black fire does 7D20 damage to everything, every round. A reflex save halves this damage but it must be repeated every round while within the storm area. Anything that sustains damage from the storm is subject to catching on fire [see DMG]. The dispel seed means that the caster is immune. The storm is centered on the spell caster but is stationery so remains in place even if the spellcaster leaves. The storm is so intense [and combined with the ash and smoke in the air] that natural light penetration becomes restricted. On the second day, light conditions count as low light [this happens on the first day in wooded or populated areas]. On the following day all light is obscured. This is not magical darkness. This continues until the 6th day when in probability nearly everything would have burnt so the light conditions return to low light. The 7th day is also spent in low light. After the storm has passed, all that is left is a blackened, barren wasteland.
-----------------------------------
This is the epic spell that fueled my intrest in the Epic Spellcasting system. Thank you so much Bringer of Ruination, for creating this spell of unmatched beauty and ferocity.
Frozen Diamond

03-27-04, 07:22 AM
Wind Wall, Wind Walk, Overland Flight, Whispering Wind...
and any spell that creates sound?
Except those that create the sound/voices directly inside someones mind...
bahamut_0

03-27-04, 09:29 AM
End of Days :drool:
Hot Rod

03-27-04, 11:36 AM
Would there be a possibility of becoming Archmage of Fabrication?

(The spell not stories :P )
DiplomaticSorcerer

03-27-04, 11:42 AM
WOW!:OMG! I leave for a week and we have a sudden outbreak of new members! If anyone hasn't been approved yet by Aravilar, they're approved now.

Oh, I grant the title Archmage of Gravity to Bahamut_0.
sculyblast

03-27-04, 12:21 PM
It is a good things for all of you joinign the CoA,
I am not meaning to be a jerk (and it is possibly the fifthiest time that I am doing this, but) I must remind you to stay on topic, our average offtopic post of the Coa is quite high allready, so let's try not to increase it.

sorry to take the fun away
sculy:(
Malyss the defender

03-27-04, 02:25 PM
Try to post frequently too.If you want,you can also join our boards.Here's the link:http://archmages.conforums.com/index.cgi

Have fun at the CoA.
bahamut_0

03-28-04, 05:38 AM
Yay, I'm a member! Anyway, I joined on the other forums too.
kedi

03-28-04, 09:49 AM
I rule this thread newbies, n00bs and new-b-s. Bow me.
wolf_mage

03-28-04, 10:26 AM
Hello, kedi. What's your domain, again?

Let's see now. A wind/storm spell.

Aeolus's Sheltering Winds
Abjuration?
Level: Sor/Wiz 4, Drd 4
Components: V, S, F
Casting Time: 1 action
Area: 5 ft. radius circle centered on caster
Duration: 1 round/level
Saving Throw: None

With a few gestures and a command word, you cause a flurry of winds to rise up around you, spinning rapidly. You are essentially in the eye of a hurricane for 1 round/level. These winds give you a +10 Wind bonus to AC against ranged attacks. They also prevent you from attacking effectively with a ranged weapon — an attempt results in the weapon flying out in a random direction. Melee attacks get -4, and the attacker, whether you or an enemy, must make a Dexterity check (DC 14 + caster level) to avoid letting the winds rip the weapon out of his or her hands.

Attempting to cast a spell from a scroll has a 50% chance of failure while affected be Aeolus's Sheltering Winds, as the winds might tear the scroll.

You may choose to have the winds fast enough to howl loudly. This prevents anyone within 5ft./level of the winds to cast a spell with a vocal component. This also prevents you from casting any spells, as the winds are too fast for proper hand movements and too loud for vocals. Silent, still spells may still be cast as normal, but you must succeed at a Concentration check (DC 14 + caster level) or lose the spell nonetheless.

Focus: A piece of coral worth 100 gp.

There; my first spell. This spell, I must mention, was made up ad hoc, and is therefore completely random. Comments appreciated.
DiplomaticSorcerer

03-28-04, 10:42 AM
Originally posted by wolf_mage
Hello, kedi. What's your domain, again?

Let's see now. A wind/storm spell.

Aeolus's Sheltering Winds
Abjuration?
Level: Sor/Wiz 4, Drd 4
Components: V, S, F
Casting Time: 1 action
Area: 5 ft. radius circle centered on caster
Duration: 1 round/level
Saving Throw: None

With a few gestures and a command word, you cause a flurry of winds to rise up around you, spinning rapidly. You are essentially in the eye of a hurricane for 1 round/level. These winds give you a +10 Wind bonus to AC against ranged attacks. They also prevent you from attacking effectively with a ranged weapon — an attempt results in the weapon flying out in a random direction. Melee attacks get -4, and the attacker, whether you or an enemy, must make a Dexterity check (DC 14 + caster level) to avoid letting the winds rip the weapon out of his or her hands.

Attempting to cast a spell from a scroll has a 50% chance of failure while affected be Aeolus's Sheltering Winds, as the winds might tear the scroll.

You may choose to have the winds fast enough to howl loudly. This prevents anyone within 5ft./level of the winds to cast a spell with a vocal component. This also prevents you from casting any spells, as the winds are too fast for proper hand movements and too loud for vocals. Silent, still spells may still be cast as normal, but you must succeed at a Concentration check (DC 14 + caster level) or lose the spell nonetheless.

Focus: A piece of coral worth 100 gp.

There; my first spell. This spell, I must mention, was made up ad hoc, and is therefore completely random. Comments appreciated.
I like it. The howling wind part of it is nicely balanced out by the fact that you can't cast any spells. Is this spell stationary or does it stay centered on the caster for the duration of the spell?
Aramek

03-28-04, 10:46 AM
I really like it also.
At first, 'Wind' being a new monus to stack with, but I read the spells part and this is an awesomely effective defense spell.

The BBEG starts to lose, he throws this one out and he retreats as all the players take cover and hide. ^_^
Hot Rod

03-28-04, 06:41 PM
Just posted some of my favorite uses for Fabricate
http://boards1.wizards.com/showthread.php?s=&threadid=210014

Feel free to add you own. :)
Aracon Nightshade

03-28-04, 07:20 PM
May I become a member? If so, then I would like be the Archmage of the Frozen Abyss.


Here is a spell that is a work in progress:

Frozen Typhoon
Evocation [Cold]
Level: Sor/Wiz 9
Components: V,S, MF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft/level)
Area: 15 ft-radius, 40 ft- cylinder
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes

Following casting, a tornado of swirling water envelopes the targeted area. Any creature within the water must make a Reflex save or be caught within the freezing water. For those caught, each creature will take 2d6 points of damage. Next, the tornado instantly freezes into a solid cylinder of ice. Those trapped will take 6d6 points of cold damage. Finally, the ice will shatter and a great whirlwind will swirl around the icy shards doing 3d6 of cold damage, and 2d4 of piercing damage. A creature may attempt to take another Reflex save after ice shatters to jump out of the way of the piercing shards.

I hope that this isn't too powerful. Feel free to critique it.

~Aracon Nightshade
Malyss the defender

03-28-04, 07:34 PM
the spell looks good.A couple of questions though,is all this damage done in the same round?What is the focus?(MF is for material focus,right?).I suggest you don't mix d4s and d6s,use only d6s or it will get confusing.In fact, the spell seems slightly underpowered,it allows 2 saves and can only do 13d6 max.

BTW,you are now archmage of the Frozen Abyss.The only rules are:don't spam too much,post frequently.
Aracon Nightshade

03-28-04, 08:35 PM
Sweet. :D Now I have something to put in my sig. :) Thank you Malyss!

The material focus will probably be a diamond worth 3,000 gp and a vial of water. I admit the spell needs some work. I thought that perhaps this spell would be too powerful, but I guess I could get rid of that second reflex save and increase the damage. I like the idea that this spell would take place over a certain number of rounds. Maybe it should last for 3 rounds.

Thanks again for accepting me!

~Aracon Nightshade
wolf_mage

03-28-04, 08:39 PM
Originally posted by DiplomaticSorcerer
I like it. The howling wind part of it is nicely balanced out by the fact that you can't cast any spells. Is this spell stationary or does it stay centered on the caster for the duration of the spell?

It follows the caster around. Perhaps I should add an option to have it stay put, with a Reflex save or a Strength check (DC 14 + caster level) to prevent being thrown out or to have a weapon ripped away.

Cool, I made a good spell! Yay me.

-WM

EDIT: Aracon, perhaps instead of increasing the damage, you could lower the spell level. Maybe Sor/Wiz 7 or 8?
sculyblast

03-30-04, 03:07 PM
my next question:

which books do you use as prime spell lists,

ofcourse everyone uses The spell list insite the PhB for every mage to pick his spells from, but further? I use The Magic of fearun list as well as all avialbe to any wizard, but after that I would like to say that you must specialize in one type of magic or spells start te get rare at the point they are no longer out of Phb or MaoF

so which books do you use for prime spell lists? or manby even more expanded, which books with spells insite do you own?

sculy
Malyss the defender

03-30-04, 03:18 PM
I mostly use the PHB but also some spells from tome&blood and Spells&spellcraft by fantasy flight games.
Aramar the Black

03-30-04, 09:58 PM
You know, I'm liking a lot of these new spells. I think my newest spellbook is about to loose a few blank pages.
As for spell list, I use those that I have seen on these boards, some I pick up from glancing at Magic of Fearun or something, or from my small pile of spell-providing books at home. (PHB and MotP)
Finwe

03-30-04, 11:16 PM
Originally posted by Smite-Mo-Tron
Well, I have had my attempts at making spells, so I'll have at it again. I found that with the exeption of just a few, I don't particularly like the 4th level spells, and thus I present

Lesser Soviet Missile Strike

Launches Missiles of force and fire

Range Medium (100+10ft per level)
Creates one missile plus 1 for every two levels above the first (Max 10) Missiles deal 1d8 Sonic and 1d8 Fire.
SR: Yes
Save: Fortitude 1/2

In other News, I would like to apply to become the
Archmage of Annihilation (meaning I specilize in things like Disintegrate, and other things that make your opponants cease existing).

Re: Bigby's tactical nuke :rofl:


I prefer to use the PHB, and then go to FRCS and OA (taking wu-jen spells as wizard spells). From there, I just go anywhere.

Arcana nearthed (not uneart4ehd arcana: its a different book), is a varient PHB, and it has a lot of cool spells in it.
bahamut_0

03-31-04, 12:56 PM
I just use the PHB. I really need to get the Magic of Faerun.
Aramek

03-31-04, 05:54 PM
MoF is a wonderful book.

Not only for its spells, and there are a lot, but the magic item/weapon enhancements.

Sweeping Guisarme. :angel:
Elessar

03-31-04, 06:45 PM
Drego's Trick Cape
Transmutation
Level: Sor/Wiz 2
Components: V,S,M
Casting Time: 1 round
Range: 0 ft.
Target: One non-magical cape made for a medium-sized creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance No (object)

You change a simple cape you are wearing into a "third-arm" for performing simple actions and attacking. The cape only functions so long as you are wearing it, and it begins to shimmer and shake with as an animate thing. The cape acts either on the initiative count right before or after you. On its turn it may attack enemies you mentally designate as a 1d8/X2 slashing weapon with a reach of 5 feet, or perform any number of simple manipulations that are reasonable. Such actions might include making a trip attempt against a creature, grappling a creature, disarming a creature, or picking up/manipulating an object (as if the caster were doing these things). The cape has the touch AC of the caster as its AC. The caster may continue to act normally during the spell's duration. If the cape is removed from the caster or reduced to 0 hit points, it returns to its normal, non-magical state.
Material component: The cape to be transmuted. The cape is not used up in the process of casting.

I thought of this spell for a BBEG in my campaign to make him a little more unpredictable. The main thing I wonder about is the level. I figure it's less powerful than a Summon Monster spell since the cape can't wander off, but I added a level since it's also a little like an Animate Object spell.
Malyss the defender

03-31-04, 07:03 PM
nice spell,how many hit points does the cape have though?Maybe you could have a higher level version which makes the cloak disappear with its caster in a flash of smoke if reduced to 0.;)
Elessar

04-01-04, 02:18 PM
I guess my official ruling would be that for the purposes of the spell, the cape is treated as if it had the hardness and hitpoints of a magically enhanced weapon made of cloth. Therefore, merely for the sake of plausibility, it has a hardness of 2 and 12 hitpoints. Does that seem fair?
DiplomaticSorcerer

04-01-04, 02:23 PM
What happened to the boards?! Did some high-ranking official in WotC go NUTS?!
Elessar

04-01-04, 02:56 PM
I have no clue what you're talking about. ;)

I pity the fool who doesn't check the date on April Fool's Day.
DiplomaticSorcerer

04-01-04, 03:08 PM
Originally posted by Elessar
I have no clue what you're talking about. ;)

I pity the fool who doesn't check the date on April Fool's Day.
RAAAAAR!!!!! Last time it was the ponies! Now this gibberish! AAAAAAAHHHH!!!!!!
Elessar

04-01-04, 10:27 PM
Originally posted by Malyss the defender
nice spell,how many hit points does the cape have though?Maybe you could have a higher level version which makes the cloak disappear with its caster in a flash of smoke if reduced to 0.;)
:rofl: Okay, now I understand the second part of this post. During the April Foolishness, the word "cloak" was changed to "flowery pillowcase" and I had NO CLUE what you were talking about. To answer your suggestion, yes, a sort of disappearing act cape would work well if I were to expand the "Drego's cape" spell family. Baron Drego, the NPC, is a wizard vampire who is, now that I think of it, very much like a magic act. He uses spells that my PCs haven't seen before/aren't expecting. Perhaps, though they will learn to fear what he has up his flowery pillowcase.. er, sleeve.
Ice Wizard

04-01-04, 11:35 PM
Originally posted by dantedarkstar
Axel's Aqua Prison: The only weird thing about it, is that perhaps it's good to fail save against it sometimes. You see, when you succeed, you are thrown out taking damage. When you don't, you can leave it without any harm.

Perhaps on succesful save you just jump out of the way of the sphere and find yourself outside (unless there is no way to avoid it, in which case it's no save spell).




Actually, you are trapped in the sphere if you fail the saving throw against the spell. There are some spots in the area effect where it just wouldn't be possible to "jump out of the way"... It's also quite handy against Fire Creatures (e.g Thoqqua, Magmins etc) as it says in the spell description... :u: :D
Frozen Diamond

04-02-04, 04:25 AM
Sorry, just some random spam: :)

It is now official to ALL!

I am FD, Archmage of Electricity!

*points to title above avatar*

(for as long as it lasts)
aravilar_holistacia

04-02-04, 04:30 AM
Originally posted by Frozen Diamond
Sorry, just some random spam: :)

It is now official to ALL!

I am FD, Archmage of Electricity!

*points to title above avatar*

(for as long as it lasts)

Spam is bad, FD. And my CT still rules over yours. :angel:

For a slightly more on-topic phrase:

Everyone is doing a great job here at the CoA... just wanted to say that.

--Aravilar, ZAoEHM ;)

And, "Eressë nyérer en Helinyetillë lava hecil atanóna."
sculyblast

04-02-04, 06:05 AM
orginally posted by Ava
And, "Eressë nyérer en Helinyetillë lava hecil atanóna."

wth:confused: ??

anyway cut the spaming, we don't want to get locked down (that line is starting to get spam as well :mad: )

btw how do you make your own costume title
Frozen Diamond

04-02-04, 07:26 AM
Sorry all, I'll quit the spam.

Originally posted by sculyblast
btw how do you make your own costume title

"The absolute cutest" makes them for us :D


On-topic - New topic (okay?): Arcane spells of which to make/prepare/create food :) :P

Prestidigitation- The question is what *can't* be done with Prestidigitation ;)
Fabricate - Craft (cooking)?
Limited Wish - Access to divine spells such as Create Food and Water

Maybe I should come up with a spell that can heaten food with an electro shock?
wolf_mage

04-02-04, 09:36 PM
Wish can do it too, if you have 5000 exp to spare.

True Strike could help you hunt...? ;)
Master_of_Sarcasm

04-02-04, 11:25 PM
Hmm...How do you choose who will be your new members anyway? What's it take to join the CoA? And (I just know this will sound stupid, but here goes) what is the purpose of the CoA anyway? Somehow I've avoided noticing it was even here most of the past year, so now I'm looking for a little enlightenment. ...And just maybe membership?
Elessar

04-02-04, 11:32 PM
Originally posted by Frozen Diamond

Fabricate - Craft (cooking)?


(cooking) is not a Craft subskill. It belongs to Profession. [/nitpick]
sculyblast

04-03-04, 03:18 AM
all of your aswers may be answered (but if my answer is right is another question, which could be answered as well)

Originally posted by Master_of_Sarcasm
Hmm...How do you choose who will be your new members anyway?

well, first of all the CoC does not allow us to exclued anyone, so we can't be choisy, so you are welcome.

What's it take to join the CoA?

as Malyss posted before, 1: don't spam 2: post frequent
for the rest you but insert you domain (mine is shadows) which can not be any race of ubermagic (no archmages of elven or archmages of arcane magic)

And (I just know this will sound stupid, but here goes) what is the purpose of the CoA anyway?

well, genarally we discus spells, critique the spells created by other archmages, discuss ways to use magic (like how far can you go with a antimagic field)

anyway we allways stay polite unlike most of the foundations and it is a pleasant thought that you can make mistakes without being flamed

Somehow I've avoided noticing it was even here most of the past year, so now I'm looking for a little enlightenment. ...And just maybe membership?

well before we were located in the classes forum but since we started to die up there we moved and if I am right this is our 5th thread

anyway, welcome MoS

Edit: Correct me if I am wrong
Frozen Diamond

04-03-04, 08:42 AM
Originally posted by Elessar
(cooking) is not a Craft subskill. It belongs to Profession. [/nitpick]

Yeah, I knew, it's just that Fabricate requires a craft check; probably should have added the :P smiley.

You convert material of one sort into a product that is of the same material

You must make an appropriate Craft check to fabricate articles requiring a high degree of craftsmanship.

Hm, what exactly *is* "a high degree of craftsmanship"?

~FD http://www.angelfire.com/moon/fallen_heart/Pixelation/diamond.PNG, Archmage of Electricity
suckerpunch

04-03-04, 03:28 PM
I wanna be the Arch Mage of ROCK!!!!!!!!!
DiplomaticSorcerer

04-03-04, 08:27 PM
Originally posted by suckerpunch
I wanna be the Arch Mage of ROCK!!!!!!!!! Rock? The hard, silicon-based type of rock, or the electric guitar type of rock?
BlaineTog

04-03-04, 08:54 PM
Sorry for the hiatus. I've been embroiled in some pretty heavy "discussions" over on the Classes Board. Plus i've had way too much homework. Time to actually contribute something! These spells are a take off of something Jaimas said:

Fear the Reaper!
Illusion (Figment) [Mind-Effecting, Fear]
Level: Brd ?, Clc ?, Sor/Wiz ?
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: See Text
Duration: 1 round; 1 round/level (see text)
Saving Throw: Will disbelief
Spell Resistance: No

A visage of the Grim Reaper in front of a single intelligent creature within range for one round. It approaches the creature and states "I've come for you" or its equivalent in the creature's native language. The creature must make a will save to disbelieve the Reaper or be so terrified that it falls unconsious for one round per caster level. Creatures who have been returned to life through magics such as raise dead or ressurect are immune to this spell.

Focus: A small silver-edged sickle (5 gp).

Don't Fear the Reaper!
Illusion (Figment) [Mind-Effecting]
Level: Brd ?, Sor/Wiz ?
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: See Text
Duration: 10 minutes/level
Saving Throw: Will belief
Spell Resistance: No

A diminuative Grim Reaper appears and sits on your shoulder. If you are effected by any death effect, the Reaper tries to convince you that the effect couldn't possibley have killed you since he, Death, hasn't touched you. You must make a will save against your own DC and if you succeed, the Death Effect is unsuccessful and you are instead dealt 3d6 damage (which cannot bring you below 1 HP).

Focus: A dimuative set of robes and a sickle (10 gp), both of which are worn by the phanton Reaper.

:D
Master_of_Sarcasm

04-03-04, 09:05 PM
The good news is I've been welcomed into the CoA. The bad news is that I need to think of a domain...

(Can't you just HEAR the gears slowly turning?)

Well, since some of my favorite spells, like Summon Undead (THE best FR spell) and Ray of Frost (never underestimate a cantrip), are from the Conjuration school, I'll go with that. Maybe I'll narrow it down later (to just Creation, Summoning, whatever), but that'll do for now.

I am now Master_Of_Sarcasm, Archmage of Conjuration. :D
BlaineTog

04-03-04, 09:19 PM
Originally posted by Master_of_Sarcasm
(never underestimate a cantrip)Anyone who does has to answer to me. :D

See my sig? Yeah.

*eats a Beat, which starts belting out poetry*
Master_of_Sarcasm

04-03-04, 09:24 PM
While I support cantrips just as much as you, I've yet to figure out why you love Prestidigitation so much.

Why??

What has it ever done for you?
BlaineTog

04-03-04, 09:58 PM
Everything.

It's just such an awesome spell. 0% mechanical effect (unless you have a kind DM who likes giving out circumstance boni), 500% on RP. Me lika a lot(a).
sculyblast

04-04-04, 05:15 AM
Originally posted by Master_of_Sarcasm

I am now Master_Of_Sarcasm, Archmage of Conjuration. :D

sorry but that domain is nu a option, if I am right that falls under Uberdomains.

I will give you a sample of (allready used) domains:
me: Archmage of Shadows
Ava: Archmages of Elven high magic
Ds: archmage of fire
Aramar: archmage of ice
finwe: Archmage of planar and temperal magic
everyone els: archamge of whatever magic
thunderpuck: archmage of ancient knowledge? (Btw what happened to that kid?)

so I hope you see we can't use that spell domain since that would only leave us with the possiblity to have 8 archmages..
and I don't have a clue howmany archmages we currently have, most of them don't post frequent enoug
DiplomaticSorcerer

04-04-04, 12:22 PM
Originally posted by sculyblast
sorry but that domain is nu a option, if I am right that falls under Uberdomains.

I will give you a sample of (allready used) domains:
me: Archmage of Shadows
Ava: Archmages of Elven high magic
Ds: archmage of fire
Aramar: archmage of ice
finwe: Archmage of planar and temperal magic
everyone els: archamge of whatever magic
thunderpuck: archmage of ancient knowledge? (Btw what happened to that kid?)

so I hope you see we can't use that spell domain since that would only leave us with the possiblity to have 8 archmages..
and I don't have a clue howmany archmages we currently have, most of them don't post frequent enoug No, sculy, we have an Archmage of Evocation. I rule that it's not an "uber" domain, simply because we have accepted domains that were based on the schools of magic before.
sculyblast

04-04-04, 12:30 PM
ohw.... I was wrong sorry..
Thunderpuck

04-04-04, 12:33 PM
Originally posted by sculyblast

thunderpuck: archmage of ancient knowledge? (Btw what happened to that kid?)

This "kid" was playing D&D when you were probably still eating dirt. Also you shot down my ancient knowlege domain. I am the archmge of Secrets. I am also currently reserching some spells to accent my new title.
BlaineTog

04-04-04, 12:59 PM
Sooo.......

Anyone got any ideas on what level to place those spells I posted?
sculyblast

04-05-04, 06:00 AM
Originally posted by Thunderpuck
Also you shot down my ancient knowlege domain. I am the archmge of Secrets. I am also currently reserching some spells to accent my new title.

sorry, but that is why the queston mark is there..
did not mean any offent

anyway back to the topic
(wth is the topic?)
sculy
DiplomaticSorcerer

04-05-04, 04:13 PM
Originally posted by Thunderpuck
This "kid" was playing D&D when you were probably still eating dirt. Woah, calm down. I'm starting to feel like you're resentful of something. Do you hate humans or something? :D

What spells are you cooking up? Are they divination spells that force people to divulge secrets, or are they spells that help you to keep secrets?
Master_of_Sarcasm

04-05-04, 05:14 PM
....We still have a topic?

I guess maybe it pays off to actually read all the pages of a thread, huh?
Malyss the defender

04-05-04, 06:57 PM
Well,the topics going on are:
1.post your wind/storm related spells
2.What sources do you use for spells

Feel free to create a new topic though
Raven Dark

04-05-04, 07:04 PM
I created the following weapon for my Sage NPC. It is designed to be extremely lethal in that it can potentialy kill one creature per round (works best on constructs that are otherwise immune to Fortitude save spells).

Staff of Shattered Glass

This staff is a powerful offensive weapon created by the mighty incantatar, Fintel. Its sole purpose is to transmute objects and enemies into nonmagical glass, and then shatter them into a thousand pieces. Despite its being designed as a weapon, the staff has been copied by many other spellcasters across the world and has been used for more mundane purposes as well.

Staff of Shattered Glass: The entire length of this bright gleaming staff appears to be made from thousands of shards of broken glass. Despite its dangerous appearance, it can be used easily without harm to the wielder. It allows the use of the following spells:

· Dhulark’s Glasstrike (1 charge)
· Shatter (Quickened) (1 charge)

Moderate evocation & transmutation; CL 11th; Craft Staff, Dhulark’s Glasstrike, Shatter, Creator must have the Quicken Spell metamagic feat; Price 43,314 gp; Cost 21,807 + 1,733 XP

Can anyone say "3.0 disentigrate?"
Aramar the Black

04-05-04, 07:19 PM
Originally posted by BlaineTog
Sorry for the hiatus. I've been embroiled in some pretty heavy "discussions" over on the Classes Board. Plus i've had way too much homework. Time to actually contribute something! These spells are a take off of something Jaimas said:

Fear the Reaper!
Illusion (Figment) [Mind-Effecting, Fear]
Level: Brd ?, Clc ?, Sor/Wiz ?
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: See Text
Duration: 1 round; 1 round/level (see text)
Saving Throw: Will disbelief
Spell Resistance: No

A visage of the Grim Reaper in front of a single intelligent creature within range for one round. It approaches the creature and states "I've come for you" or its equivalent in the creature's native language. The creature must make a will save to disbelieve the Reaper or be so terrified that it falls unconsious for one round per caster level. Creatures who have been returned to life through magics such as raise dead or ressurect are immune to this spell.

Focus: A small silver-edged sickle (5 gp).

Don't Fear the Reaper!
Illusion (Figment) [Mind-Effecting]
Level: Brd ?, Sor/Wiz ?
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: See Text
Duration: 10 minutes/level
Saving Throw: Will belief
Spell Resistance: No

A diminuative Grim Reaper appears and sits on your shoulder. If you are effected by any death effect, the Reaper tries to convince you that the effect couldn't possibley have killed you since he, Death, hasn't touched you. You must make a will save against your own DC and if you succeed, the Death Effect is unsuccessful and you are instead dealt 3d6 damage (which cannot bring you below 1 HP).

Focus: A dimuative set of robes and a sickle (10 gp), both of which are worn by the phanton Reaper.

:D

All right, let's see here. The first one doesn't seem like that much, so I would say maybe a lower level, somewhere from 3-5. Of course, keeping someone unconsicious for 5-9 rounds ain't bad.
The other seems more powerful, as it gives you the ability to avoid death effects. I would say the level might be somewhere from 4-6, but that's just an estimate.
I like these spells. Though, who is the reaper? Nerull? Or just a shadowy cloaked guy?
Elessar

04-05-04, 10:11 PM
Originally posted by BlaineTog

Don't Fear the Reaper!
.....
Focus: A dimuative set of robes and a sickle (10 gp), both of which are worn by the phanton Reaper.


I like it, it's got a new sound, but just one thing is bugging me. It needs more COW BELL.

I gotta have more COW BELL.

I got a FEVER! And the only prescription.... is more COW BELL!

EDIT: by that I mean that the Focus should be a cowbell. Or maybe blue oysters. :D
mazaudi

04-06-04, 03:24 AM
[QUOTE]Originally posted by BlaineTog
Sorry for the hiatus. I've been embroiled in some pretty heavy "discussions" over on the Classes Board. Plus i've had way too much homework. Time to actually contribute something! These spells are a take off of something Jaimas said:

[b]Fear the Reaper!
Illusion (Figment) [Mind-Effecting, Fear]
Level: Brd ?, Clc ?, Sor/Wiz ?
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: See Text
Duration: 1 round; 1 round/level (see text)
Saving Throw: Will disbelief
Spell Resistance: No

A visage of the Grim Reaper in front of a single intelligent creature within range for one round. It approaches the creature and states "I've come for you" or its equivalent in the creature's native language. The creature must make a will save to disbelieve the Reaper or be so terrified that it falls unconsious for one round per caster level. Creatures who have been returned to life through magics such as raise dead or ressurect are immune to this spell.

Focus: A small silver-edged sickle (5 gp).
________________
Don't Fear the Reaper!
Illusion (Figment) [Mind-Effecting]
Level: Brd ?, Sor/Wiz ?
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: See Text
Duration: 10 minutes/level
Saving Throw: Will belief
Spell Resistance: No

A diminuative Grim Reaper appears and sits on your shoulder. If you are effected by any death effect, the Reaper tries to convince you that the effect couldn't possibley have killed you since he, Death, hasn't touched you. You must make a will save against your own DC and if you succeed, the Death Effect is unsuccessful and you are instead dealt 3d6 damage (which cannot bring you below 1 HP).

Focus: A dimuative set of robes and a sickle (10 gp), both of which are worn by the phanton Reaper.

___________

I say the Fear of death should be 4th level and Don't fear....... Should be 5th. But I think the little death should still have to make a DC of 15 plus level of the incoming death spell

Very interesting spells thogh... The second one is very funny
DiplomaticSorcerer

04-06-04, 09:18 PM
Originally posted by Elessar
I like it, it's got a new sound, but just one thing is bugging me. It needs more COW BELL.

I gotta have more COW BELL.

I got a FEVER! And the only prescription.... is more COW BELL!

EDIT: by that I mean that the Focus should be a cowbell. Or maybe blue oysters. :D Cow....bell? Wha?! It's just crazy enough to work! GET MY WAND OF FIREBALL, ARAVILAR! We're going hunting!


Yeah, I have no idea why I wrote this. I think I was bored.
Aramek

04-06-04, 09:21 PM
Originally posted by Elessar
I like it, it's got a new sound, but just one thing is bugging me. It needs more COW BELL.

I gotta have more COW BELL.

I got a FEVER! And the only prescription.... is more COW BELL!

EDIT: by that I mean that the Focus should be a cowbell. Or maybe blue oysters. :D
Hahahahahahahahaahah!

Christopher Walken is my favourite actor!
hahahahahahahahahahaha
DiplomaticSorcerer

04-06-04, 09:28 PM
Originally posted by Aramek
Hahahahahahahahaahah!

Christopher Walken is my favourite actor!
hahahahahahahahahahaha So that's where that came from! Wait. It's all coming back to me. SNL skit. Recording room. Walken urging the Cow-bell guy to give him more cow bell in his creepy voice. *shudder*


"Hey, don't you insult my boy, otherwise I'll stab out your eye with a sautering iron."
Elessar

04-06-04, 10:02 PM
Yessir, the band that sang Don't Fear the Reaper was Blue Oyster Cult, and Walken was playing rock legend Bruce Dickinson (Yes, THE Bruce Dickinson).
Malyss the defender

04-06-04, 10:05 PM
Can you tell me what's the name of that movie about bruce dickinson?Sounds interesting.
Finwe

04-06-04, 10:14 PM
Alright, everyone, here's the deal: We've been getting off topic for a while now, so we are going to have a littel contest. Everyone is going to submit one (1) (three more than negative two) (five less than 6), etc... spell, and we will judge which spell is the best overall. The prize is a secret...
Look Within My Mind

04-06-04, 11:45 PM
Mage Tunnel
Conjuration (Teleportation)
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: See text
Duration: Instantaneous or concentration (up to 1 round/level); see text
Saving Throw: Will negates
Spell Resistance: Yes

This spell creates a gate through which travel is possible. The caster may have the Mage tunnel appear anywhere with the range and open a similar Mage tunnel at any other destination you have been or have a connection to.

Another special function of this spell is that the caster can modify the spell so that anyone standing with 10 feet of the portal is sucked through to the other end. A will saving throw negates this, although anyone may freely travel through even if they have saved. Creatures at the opposite end of a Mage tunnel must also make a will save, although they take a –4 penalty, as the appearance of the tunnel is often a surprise, although in some cases it might not be.

This spell does not acess the astral plane in anyway, instead, folding physical space to create the tunnel. It can be cast on any plane, even if it is not connected to the astral plane.

The Material component is a length of copper tubing engraved with silver runes costing 50gp.
aravilar_holistacia

04-06-04, 11:58 PM
Originally posted by Finwe
The prize is a secret...

The prize is NOT becoming a High Archmage or Zenith Archmage. :P
Aramek

04-07-04, 12:12 AM
Paintball
Alteration
Level: Sor/Wiz 0, Clr 0
Components: V, S
Casting Time: 1 standard action
Range: Close (30ft)
Effect: 1 target or surface.
Duration: 10 min per caster level.
Saving Throw: None
Spell Resistance: No

This spell, will colour a 10' x 10' area. The colour is determined by the caster while casting. Only single colours may be attained.

The target struck will be turned solid (the colour chosen).

This is mainly used for casters expecting houseguests. A few paintballs and all the walls/furnature/floors look like a new, fresh coat of colour.

------------------------
Cantrips are the easiest for me to make. ^_^
Other than Epic spells, this is how my brain works.
BlaineTog

04-07-04, 12:40 AM
Originally posted by Finwe
Alright, everyone, here's the deal: We've been getting off topic for a while now, so we are going to have a littel contest. Everyone is going to submit one (1) (three more than negative two) (five less than 6), etc... spell, and we will judge which spell is the best overall. The prize is a secret... Submit?

:schemes:

Prestidigitation
Universal
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: 10 ft.
Target, Effect, or Area: See text
Duration: 1 hour
Saving Throw: See text
Spell Resistance: No

Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.


:devil:

Naw, I'm just kidding. But seriously, what are the parameters for this spell?
Finwe

04-07-04, 12:50 AM
you must have made the spell, and it must be a 0th-9th level spell.
sculyblast

04-07-04, 05:27 AM
Originally posted by aravilar_holistacia
The prize is NOT becoming a High Archmage or Zenith Archmage. :P

Is that equal to:

I cheated on you, but my lover is Not in the closet (in other words he is)?
aravilar_holistacia

04-07-04, 05:48 AM
Originally posted by sculyblast
Is that equal to:

I cheated on you, but my lover is Not in the closet (in other words he is)?

No, Sculy, it really does mean NO. :P
sculyblast

04-07-04, 09:57 AM
Good I finally Finished by Guardian Prc's

right here (http://www.anycities.com/user/sculyblast/Guardians.htm)

well I know I still have to raise the Requierments a bit
and that the Abilities of The Guardian of time are a bit lame as are my describtions but I just want you to rate my stuff

and yes it is suppost to be so powerfull
Reflux

04-07-04, 11:58 PM
Hello. I have not noticed this thread before. If it is at all possible, could I join?

If I can, I would like to be Reflux, Arch-mage of Prophecy. I am not sure if that would be considered Uber, but I wouldn't think so because in my world prophecy only lets you see the future, you have almost no hope of altering things that have been chosen for weaving into the pattern. (oh so easily influenced mind have I)

As for a spell, I was thinking...

Foresight
Level: Lowest level possible for all clases (for lack of thought)
Components: Verbal, Somatic
Range: personal
Target: Personal
Area: Personal
Effect/Duration :Instantaneous (Sp?)
Saving and Resistance: No

This really dumb spell lets you see into the future at something utterly pointless that will affect absolutly nobody's life. (IE: seeing a squirel eating a nut) It is an exellent way to make others laugh by showing your characters something stupid.

It is a great spell that has no value.:D
I have never made one before either...
aravilar_holistacia

04-08-04, 06:05 AM
Originally posted by Reflux
Hello. I have not noticed this thread before. If it is at all possible, could I join?

If I can, I would like to be Reflux, Arch-mage of Prophecy. I am not sure if that would be considered Uber, but I wouldn't think so because in my world prophecy only lets you see the future, you have almost no hope of altering things that have been chosen for weaving into the pattern. (oh so easily influenced mind have I)

I like your spell, Reflux. :D

Sculy; DS; Fin: Is there an Archmage of Divination? I don't believe I've ever seen one; therefore...

Reflux is now the Archmage of Prophecy. ;)

Welcome to the Council of Archmages, Reflux. Please read over the introduction post on the first page. Thanks for joining. :)

Aravilar,

Zenith Archmage of Elven High Magic
sculyblast

04-08-04, 08:43 AM
DiplomaticSorcerer: Zenith Archmage of Fire
aravilar_holistacia: Zenith Archmage of Elven High Magic
Finwe: Zenith Archmage of Temporal and Planar magic
Aon: Founder but I don't have a clue what his domain is

Look Within My Mind: High Archmage of Spell Storing and Spell
Malyss the defender: High Archmage of counterspelling and
kedi: High Archmage of Live and death
sculyblast: High Archmage of Shadows
Frostbite_Ravenheart: High Archmage of Music and Emotions
Zollex: High Archmage of Cheese (Summoning)

baerdith: Archmage of Lore
Aramek: Archmage of Blue Magic.
BlaineTog: Archmage of Prestidigitation
Aramar the Black: Archmage of Ice
Wards
Eldren: Archmage of Chromatic Magic
Thunderpuck: Archmage of Secrets
dantedarkstar: Archmage of Arcane Superiority
defensive magic
Elessar: Archmage of Luck (The Lucky archmage)
wolf_mage: Archmage of Wind and Storms
Ice Wizard: Archmage of Water
Frozen Diamond: Archmage of Electricity
Master_of_Sarcasm: Archmage of Conjuration (legions has the same domain)
bahamut_0: Archmage of Gravity
Gellion: Archmage of Evocation
Hot Rod: Archmage of Fabrication
Necrodude: Archmage of Pain
Aracon Nightshade: Archmage of the Frozen Abyss
Reflux: Archmage of Prophecy
WizO_Catoblepas: Ultimate Archmage of Changes
Bait: Archmage of Sonic Energy
Lady Claransa Trent: Archmage of Enchantment
Tabitha Chergoba: Archmage of Gate Mastery and Furry Animals
Aust Evermore: Dimensional Pockets & Trickery
suckerpunch: Archmage of Rock (unconfirmed)
Legions of the Unknown: Archmage of Conjuration
Alpha_Lord: Archmage of (?)
Jontg: High Archmage of Cosmic magic
TheRedRobedWizard: Archmage of Neutrality and Balance
MaCa: Archmage of Snake Necromancy
The Simbul: Archmage of ?
Anarchist134: Archmage of Anarchy



42 members With still some exclueded as luthian anorian and mordenkainen's evil rubber ducky, but
They had only like 2 posts in the last 2 threads



just made a list inclueding all the archmages that posted on the last two threads, I guess that if they did not post on those two threads they are rather inactive and I will soon pm some archmages on this list, with the request to post on this thread

sculy
give me a hug :bigeyes
DiplomaticSorcerer

04-08-04, 02:02 PM
Originally posted by aravilar_holistacia
I like your spell, Reflux. :D

Sculy; DS; Fin: Is there an Archmage of Divination? I don't believe I've ever seen one; therefore...

Reflux is now the Archmage of Prophecy. ;)

Welcome to the Council of Archmages, Reflux. Please read over the introduction post on the first page. Thanks for joining. :)

Aravilar,

Zenith Archmage of Elven High Magic No, I don't remember one. You are now the Archmage of Prophecy, Reflux. Now, as a small fee for joining, we require you to send a magic item of not less than 20,000 gold piece worth to each of the ZAs' houses. Thanks for joining!

:D
Elessar

04-08-04, 03:22 PM
Seeing as you already posted my lucky number after my name, I'll be the Archmage of Luck.
DiplomaticSorcerer

04-08-04, 03:43 PM
*wand-wave* You are granted the title: Elessar, Archmage of Luck.
bahamut_0

04-08-04, 03:47 PM
Originally posted by Finwe
Alright, everyone, here's the deal: We've been getting off topic for a while now, so we are going to have a littel contest. Everyone is going to submit one (1) (three more than negative two) (five less than 6), etc... spell, and we will judge which spell is the best overall. The prize is a secret...

Cool, I'll go make one up.
How long do we have?
DiplomaticSorcerer

04-08-04, 03:51 PM
How about the 15th of April? That gives you a week to work on a spell.

You have 7 days to submit your spell.
bahamut_0

04-08-04, 03:59 PM
Cool, hopefully I'll have mine perfected soon.
Finwe

04-08-04, 11:03 PM
Seven Days sounds good.
Elessar

04-09-04, 12:40 PM
Originally posted by Malyss the defender
Can you tell me what's the name of that movie about bruce dickinson?Sounds interesting.

It wasn't a movie, it was a skit on Saturday Night Live.

I'll submit a spell, promise, just don't have time to type right now. :)
bahamut_0

04-09-04, 01:48 PM
Ok, here's my spell for the contest, it's the first spell I've ever made, so I'm not sure how balanced it is. Here we go:

------------------------------------------------------------------------------------
Feradon's Force Bomb
Evocation (Sonic)
Level: Sor/Wiz 9
Components:: V, S
Casting Time: 1 full round action
Range: 1000ft (+20ft/level)
Area: 40ft radius (see text)
Duration: Instantaneous
Saving Throw: Immediate blast: none, remaining area: reflex halves (see text)
Spell Resistance: Yes

A powerful ranged spell developed by the wizard Feradon of Cormyr. Feradon's Force Bomb requires a full round of concentration to cast, after which a blue sphere, 3 foot in diameter, appears in front of the caster and shoots off towards the target area.
Once it hits, the bomb explodes in a surge of wind and energy. Those caught in the immediate blast area (10 foot radius) suffer 15d6 damage with no save. Everyone caught in the remaining area of effect (40 foot radius) suffer 10d6 damage, with a reflex save halving the damage.

-----------------------------------------------------------------------------------

How does that look?
BlaineTog

04-09-04, 02:13 PM
Here is my official entry into the contest (can we switch out our spell later? just wondering). Time to nerf one of the few really obviously broken spells in the game:

Blaine’s Rejunction
Transmutation
Level: Sor/Wiz 9
Components: V
Casting Time: See text
Range: Close (25 ft. + 5 ft./ level)
Target: See text
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: No

This powerful spell is the only known guaranteed counter against the terrifying effects of the Mage’s Disjunction spell. It can be used to counterspell Mage’s Disjunction as a free action useable even on another’s turn (so the caster of this spell needn’t ready an action to counterspell. He or she merely casts this spell and, even on another’s turn, the casting of Mage’s Disjunction is countered). This spell has greater uses, however.

If Blaine’s Rejunction is cast on an item that was once magical but has been disjoined by Mage’s Disjunction, then the powers of that item are restored if the caster succeeds on an opposed caster level check versus the caster of the Mages disjunction spell. This function carries a standard action casting time.
Master_of_Sarcasm

04-09-04, 02:48 PM
Master_of_Sarcasm: Archmage of Conjuration (legions has the same domain)

Hmm...Guess I may have to change my domain then... I don't know what I'll change it to yet, but I will decide that soon.

One other thing: are we required to submit a spell? I always suck at making spells the appropriate level; I either label 'em too high or too low consistently...
Finwe

04-09-04, 03:09 PM
no, that's just for people who want to try to win a prize.
Master_of_Sarcasm

04-12-04, 09:46 PM
I changed my mind. I'm entering the contest.


QUICKSAND
Transmutation
Level: Drd 3, Sor/Wiz 4
Components: V, S, M/DF
Casting Time: 1 action
Range: Close (25 ft + 5 ft/2 levels)
Area: 10-ft-radius burst (see text)
Duration: Concentration up to 1 minute/level (D)
Saving Throw: No (Reflex, see text)
Spell Resistance: No
Arcane Material Components: Several pinches of sand and several drops of water

This spell turns an area of natural (stone, dirt, clay, sand, wood, etc.) solid ground into a deep mass of loose sand mixed with water.
All creatures who are within the spell's area upon its casting or who enter the spell's area during its duration must succeed at a Reflex save or be buried and stuck within the quicksand. On a successful save, the creature moves at one quarter of its speed through the quicksand and receives a -1 penaltyon all Dexterity-based checks and Reflex saves. On a failed save, the creature becomes buried and lodged in the quicksand, and is unable to move, attack, or cast spells for 1 round.
At the end of the 1 round, a Dexterity check (same DC as initial Reflex save) is needed for the creature to free itself of the quicksand. If this Dex check is successful, the creature then suffers only the effects listed above for a successful inital save. A failed Dex check, however, results in the creature remaining partially stuck in the quicksand, causing the creature to move at one tenth its speed, and receive a -2 on all Dex-based checks and saves. This penalty DOES NOT stack with the -1 for simply being in the quicksand.
A creature who is still partially buried may attempt to pull itself free once per round as the move-equivalent action, making a Dex check against the same DC as the initial Reflex save. Alternatively, a creature who reaches the edge of the spell's area may automatically climb out.
Should a creature be in the quicksand when the spell expires, it takes damage as the ground around it solidifies once more. A creature partially or wholly buried takes 1d8 damage, while creatures who are not buried receive 1d3 damage. A creature who is stuck in the quicksand is pushed out of the quicksand onto the solid ground directly above where they were buried, as opposed to remaining trapped in the ground.
Aramar the Black

04-12-04, 10:03 PM
okay, for the contest, here's I spell I just whipped up on the spot.

Aramar's Mental Arena

Conjuration
Level: Brd 4, Clr 5, Drd 6, Pal 2, Ranger 3, Sor/Wiz 5
Components: V,S,F
Casting Time: 1 round
Range: 30 ft.
Target: one creature/5 levels
Duration: 1 round; see text
Saving Throw Will negates

This spell is a test of ones mental ability. When cast, the caster takes the target into a mental arena, where they fight. Note that if the target makes a succesful will save, the spell ends and the caster takes damage equal to the target's wisdom score. If the spell succeeds, then the two compare mental ability scores. Whomever has the largest number of higher scores winns. (Inthe case that the scores are equal, d20's are rolled against each other) The loser takes a number of damage to each mental score equal to the modifier of the opponent's opposing score. For example, two a fighting in the mental arena. Mage A has the following scores: Int 18, Wis 13, Cha 15. Mage B has these scores: Int 15, Wis 13, Cha 17. Mage A wins intelligence, while mage B wins Charisma. Because Wisdom is a tie, they roll opposing d20's. Mage A rolls a 13 against Mage B's 5, so Mage A wins. Mage B takes 4 Intelligence damage, 1 Wisdom damage, and 2 Charisma damage.
Taking on more than one person is a tricky task that only the most confident and powerful attempt. When attacking two or more, there are two options: You can take on them all at once, and split your scores among them (however you wish), or you can take on one first, and then the others. The danger with the second option is that for every other person attacked,you take a temporary cumunlitive -2 to your ability scores(which return 24 hours after the spell ends), and for each other person attacked, the spell lasts another partial action span of time. (taking on 4 other would result in the spell lasting 3 full rounds)
Focus: Something precious to the wielder, often a device of precious metal or a favored weapon. (Holy symbol's work as well)

It could still use refining, but this is the only chance I get to create and post it.
Finwe

04-12-04, 10:18 PM
Blaine, in your spell, does the rejunction effect mean that to rejunctifyifacatimajig a measly +1 sword, one has to make a spellcraft check with a DC of 400? Perhaps the spell should require a caster level check against the disjioner instead.

Aramar, the target is one creature per five levels. What happens if you cast htis on more than one creature? Do you have ot fight both of them at once? (and if so, do they use the best of each of their ability scores?)

Bahamut, your spell seems good, and the lower damage than other ninth level spells is balanced by having untyped damage.


Sarcasm, I'd raise the level. As it is, its basicaly instant death if you fail the save, for two reasons:

1. basicaly anyone can come up and swipe at you as if you were flat footed, and rouges can sneak attack you with impunity. Also, you are unable to move, and thus automaticaly fail all reflex saves from other spells.

2. if somebody failed their reflex save against this spell, there is no way in Baator that they will make a dexterity check against its DC, unless they origanaly rolled a natual one, and your wis is exactly 14. Even then, a DC 18 check is pretty hard to make.
Master_of_Sarcasm

04-12-04, 10:27 PM
Finwe, you're absolutely right. Looking back, I hadn't really considered all those consequences.
But, about the sneak attack issue: rogues CAN sneak attack with a ranged weapon, but I've never known any who do. Plus, I don't know many rogues who'd risk entering the quicksand just to make a sneak attack.

But still, you're right. Should I lower its power or raise its level?
And if I should raise its level, what level should it be? I've always been a poor judge of spell levels.
Aramar the Black

04-12-04, 10:28 PM
Oh yeah. I'll go and fix that.
That's a tricky issue, though. What really would happen if you took on two at once? Would it take longer, ya think?
sculyblast

04-13-04, 01:28 PM
Bring Honour to these Souls
Enchantment
Level: Sor/Wiz 3
Components: V,S,F
Casting Time: 1 full round
Range: 6 by 6ft.
Target: See text
Duration: See text
Saving Throw Will negates

Bring honour to these Souls is a spell that forces the targets to act with honour for a bellowed called time. my thought on acts with honour is:
a person/creature that acts with honour views several act beneath him, acts like, stealing, sneak attacking, killing someone without reason.. only in a real battle, etc

the effects last for one day and the effected targets are gathered a total of 2hd/casterlevel (max 25Hd) standing in the 6 by 6ft. square of range
or it lasts for three days but the effected Targets are gathered a total of 1hd/casterlevel (max 10hd)
Focus: A Metal of Honour or any other objet, that the caster received by succeeding a task with honour


I am not a frequent spell creator, so Balancing tips would be great.. I did not think this spell was all that powerfull, althought I suspected a bit more out of it when it was still only a Idea.. so i decided to make it a 2nd level spell.. if you think it is to powerfull I can understand

I would like some help here..
this is my add on finwe's contest
Malyss the defender

04-13-04, 04:37 PM
I like the idea behind your spell Sculy but how can the max be 25 hd if it's 2hd/lvl?
BlaineTog

04-13-04, 06:03 PM
Originally posted by Finwe
Blaine, in your spell, does the rejunction effect mean that to rejunctifyifacatimajig a measly +1 sword, one has to make a spellcraft check with a DC of 400? Perhaps the spell should require a caster level check against the disjioner instead.Um... it did. Slight ypo: it was supposed to say 1/5000 (min 10) or something. I like the caster level check much more, however.
DiplomaticSorcerer

04-13-04, 06:14 PM
You have 2 days to complete your spell.
Aramek

04-13-04, 09:15 PM
I made my crap-tacular and undiscussed spell.

:( Paintball will always be useful to me.
wolf_mage

04-13-04, 09:28 PM
Any spell? Okay...

Aeolus's Sheltering Winds
Conjuration
Level: Sor/Wiz 4, Drd 4
Components: V, S, F
Casting Time: 1 action
Area: 5 ft. radius circle centered on caster
Duration: 1 round/level
Saving Throw: None

With a few gestures and a command word, you cause a flurry of winds to rise up around you, spinning rapidly. You are essentially in the eye of a hurricane for 1 round/level. The winds follow you if you move.

The winds give you a +10 Wind bonus to AC against ranged attacks and a +4 Wind bonus against melee attacks. They also prevent you from attacking effectively with a ranged weapon — an attempt results in the weapon flying out in a random direction. Whenever someone makes a melee attack through the winds, whether it be you or an enemy, that person must make a Reflex save (DC 14 + caster level) to avoid letting the winds rip the weapon out of his or her hands.

Attempting to cast a spell with a somatic component or a spell from a scroll has a 50% chance of failure while affected be Aeolus's Sheltering Winds, as the winds might disrupt your hand movements or tear the scroll.

You may choose to have winds fast enough to howl loudly. This prevents anyone within 5ft./caster level of the winds from casting a spell with a vocal component. This also prevents you from casting almost any spells, as the winds are too fast for proper hand movements and too loud for vocals. Silent, still spells may still be cast as normal, but you must succeed at a Concentration check (DC 14 + caster level) or lose the spell nonetheless.

Focus: A piece of coral worth 100 gp.
sculyblast

04-14-04, 03:10 AM
Originally posted by Malyss the defender
I like the idea behind your spell Sculy but how can the max be 25 hd if it's 2hd/lvl?

well, level 13... since level 12 is only 24 :cool:
obvious :p
The Simbul

04-14-04, 04:43 AM
Sorry, I was trapped by a Temporal Statis spell after having all of my Contingencies dispelled....

My entry: (although I dont like prizes)
Laeral’s Dweomer Transference
Transmutation
Level: Sor/Wiz 7,
Components: V, S, M, XP
Casting Time: 1 hour
Range: Touch
Target: a Magic Item
Duration: Permanent
Saving Throw: None
Spell Resistance: No
This spell allows the caster to absorb the magical properties of a worn magic item, allowing her to enjoy the constant benefits of wearing it without the actual item being present upon her or occupying an item slot. Upon the successful casting of this spell the magic item affected crumbles to dust, having lost all magical properties.
In order for an item to be effected by this spell it must be one whose magical effects are continuous, and be an item which is normally worn upon the caster’s person, such as a Ring, Amulet, Cloak, pair of boots or bracers, etc. Laeral’s Dweomer Transference cannot affect items whose magical properties are invoked by Spell Complettion, Spell Trigger, Use Activation, or a Command Word, nor can it affect items which draw upon charges, uses per day, or which are single use items such as Scrolls or Potions, nor can it affect an item whose magical effects do not target or specifically affect the wearer.
A targeted Dispel Magic spell or similar effect causes this spell, and the associated benefits of the targeted magic item, to be suppressed for 1d4 rounds if the Dispelling caster succeeds at an opposed caster level check, and a Mordenkainen’s Disjunction spell or similar effect permanently banishes it in the same fashion as it disjoins normal magic items it if the caster of Laeral’s Dweomer Transference fails her Will saving throw.

Material Components: Dust from a handful of crushed diamonds, whose combined value is equal to or greater than twice the normal market price of the targeted item.
XP cost: Twice the amount of XP normally required for crafting the targeted item.

Laeral Silverhand of the Seven Sisters, the creator of this spell, is known to have used it in conjunction with a Ring of Fire Resistance, and her sister the Simbul, has been known to have used a variant of it in conjunction with unknown potent spells to bind the constant beneficial effects of a Ring of Protection +3 and an Amulet of Proof Against Detection and Location to her lifeforce as an innate Supernatural Ability.
I've been working on a number of unique Spells for the Seven Sisters and Mystra's Chosen, as well as converting older ones from 2nd edition material, amoung which includes the above. Note that this spell is indeed an original creation, and does not exist in any published D&D product, despite the fact that I attributed to an official Forgotten Realms character. The concept for this spell was inspired by a sentence in The Seven Sisters AD&D 2nd edition accessory which stated that Laeral Silverhand used a variant of a Permanency spell to grant herself the benefits of a Ring of Fire Resistance without actually wearing it, and by the mention of the Simbul having gained the constant benefits of certain magic items through magical experiemention; without any actual rules-based explanation to elaborate on the methods and means for such abstract claims.
baerdith

04-14-04, 10:14 AM
Originally posted by sculyblast
Bring Honour to these Souls


the effects last for one day and the effected targets are gathered a total of 2hd/casterlevel (max 25Hd) standing in the 6 by 6ft. square of range or it lasts for three days but the effected Targets are gathered a total of 1hd/casterlevel (max 10hd)

Nice Spell Sculy, but the math doesn't fit. Try 3hd/level Max 27hd for one day or 1hd/level max 10hd for 3 days.
baerdith

04-14-04, 10:26 AM
Originally posted by Finwe
Alright, everyone, here's the deal: We've been getting off topic for a while now, so we are going to have a littel contest. Everyone is going to submit one (1) (three more than negative two) (five less than 6), etc... spell, and we will judge which spell is the best overall. The prize is a secret...
I'm still rather fond of Tazer.

Tazer
Evocation [Electricity]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (20 ft. + 10 ft./level) 'Ray attack'
Targets: Up to three creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: Reflex save for 1/2 - 1/4 if wearing metal armor
Spell Resistance: Yes
An electric jolt shoots forth from your fingertips and strikes its targets, dealing 1d6+1 points of electrical damage per caster level (maximum 14d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is carring more than 5 pounds of metal. Additionally each jolt delivers +2 damage to those carrying more than 5 pounds of metal. At 6th level the spell focuses on one target, every four caster levels another target can be added. At the casters option all jolts can also target just one being. If more than two targets are possible, the caster can choose to wait a round before releasing the next jolt.

(Ex.: at 14th level an attack could be a single target with 14d6+14, or 2 targets at 7d6+7 each or 6 targets at 3d6+3, 3d6+3, 2d6+2, 2d6+2, 2d6+2, 2d6+2)
sculyblast

04-14-04, 10:40 AM
quote:
--------------------------------------------------------------------------------
Originally posted by sculyblast
Bring Honour to these Souls


the effects last for one day and the effected targets are gathered a total of 2hd/casterlevel (max 25Hd) standing in the 6 by 6ft. square of range or it lasts for three days but the effected Targets are gathered a total of 1hd/casterlevel (max 10hd)

--------------------------------------------------------------------------------


Nice Spell Sculy, but the math doesn't fit. Try 3hd/level Max 27hd for one day or 1hd/level max 10hd for 3 days.

did I ever say it was suppost to be logical? I put in the 25hd and that for a reason, it is way more powerfull to have this spell working for 3 days then for one

in fact I could make a higher level spell out of it for a longer duration but I think one spell will do just fine

(this is my add for the contest if any of you missed that)
Master_of_Sarcasm

04-14-04, 08:33 PM
Just a rules question: I know we can only submit one spell, but can we witdraw a spell from the contest and enter another one in its place?
Finwe

04-14-04, 08:46 PM
you can, but you might make one of the judges angry because he has to chnage your spell on his word document ;)
Master_of_Sarcasm

04-14-04, 08:51 PM
Alright, then. I guess I'll just try to fix the spell I already entered.
Finwe

04-14-04, 09:36 PM
It's called sarcasm ;)
Elessar

04-14-04, 10:41 PM
WEBSLING
Transmutation
Level: Sor/Wiz 3
Components: S, F
Casting Time: 1 standard action
Range: Personal
Duration: 10 minutes/caster level
Saving Throw: None
Spell Resistance: No

For the duration of the spell, the caster may shoot ropelike webs from his wrists (or similar appendages if no hands exist). The strands are adhesive and anchor onto any solid form (wood, metal, stone, ice, glass) or creature. The strands reach out to 60 ft. + 1 ft./caster level. A successful ranged touch attack entangles a creature of Large size or smaller. Attacking an entangled creature doesn't cause you to become entangled.

The webs have hardness 10 and 10 hp. An entangled creature may free itself with a successful DC 20 Str check or DC 25 Escape Artist check.

Other than the entangling ability, the webs can be use like ropes, attaching to surfaces without the need of a Use Rope check. All other Use Rope checks used in conjunction with the webs gain a +2 circumstance bonus. The ropes automatically detach from the wrists of the caster when they reach maximum range, or when the caster wishes them to. Web strands dissolve 2 hours after their individual creation (regardless of whether the spell has expired or not.)

The strands of a websling spell are flammable, like those of a web spell.

Focus: Two steel wristbands, worn by the caster.
Finwe

04-15-04, 11:05 AM
ATENTION: ALL SPELLS MUST BE SUBMITTED BY TODAY!
Elessar

04-15-04, 12:38 PM
Just a note, my spell was edited for clarification. :)
dantedarkstar

04-15-04, 01:26 PM
Hmm... I don't even remember what was this competition for or something :D
Never mind. Since it appears it's not too late, here's my spell:

Seal Magic
Abjuration
Level: Sor/Wiz 7, Clr 8
Components: S, V
Casting Time: 1 action
Range: Close (25ft + 5ft/2 levels)
Target: Single creature or magic item
Duration: Permanent
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

A circle of glowing, purple runes appear around the target for a brief moment when the spell comes into effect. If target creature fails saving throw, it cannot cast any spells or use spell-like abilities, as long as Seal Magic is in effect. If the creature attempts to cast spell or use spell-like ability, then the attempt fails, but the spell slot or ability use per day is not used up. However, the creature still has spells and spell-like abilities. It means that it can use spell completion or spell trigger items without problems, and doesn't lose benefits of any feats, items or abilities that require spellcasting or spell-like abilities.
If targeted against magical item, the item powers are sealed, and it cannot produce spell effects just like a creature cannot use spell-like abilities. It retains all of it's own properties, like enhancement bonus and such. Only the ability to produce spell effects are blocked. Note that many items can produce effects that are not spell effects, such as flaming property of a weapon, or even teleportation from Boots of teleportation. Effectively, this spell is only useful against scrolls, wands, staves and similiar items that do produce actual spell effects, but not against items that just happen to function like a spell.
This spell cannot be dispelled by Dispel Magic, Greater Dispel Magic or Break Enchantment. Only Limited Wish, Wish, Miracle and Mordekainen's Disjunction can end this spell. Remove Curse cast by caster of level no lower than the caster of Seal Magic can also lift the spell effect.

One of my oldies. And I am quite fond of it. Can't forget that lich which tried to use Time Stop :D
kedi

04-15-04, 01:30 PM
it is great, at least it was until I read this:

Duration: Permanent

:confused: Make this epic for god sake, make it epic.
baerdith

04-15-04, 02:45 PM
Originally posted by dantedarkstar
Hmm... I don't even remember what was this competition for or something :D
Never mind. Since it appears it's not too late, here's my spell:

Seal Magic
Abjuration
Level: Sor/Wiz 7, Clr 8
Components: S, V
Casting Time: 1 action
Range: Close (25ft + 5ft/2 levels)
Target: Single creature or magic item
Duration: Permanent
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

A circle of glowing, purple runes appear around the target for a brief moment when the spell comes into effect. If target creature fails saving throw, it cannot cast any spells or use spell-like abilities, as long as Seal Magic is in effect. If the creature attempts to cast spell or use spell-like ability, then the attempt fails, but the spell slot or ability use per day is not used up. However, the creature still has spells and spell-like abilities. It means that it can use spell completion or spell trigger items without problems, and doesn't lose benefits of any feats, items or abilities that require spellcasting or spell-like abilities.
If targeted against magical item, the item powers are sealed, and it cannot produce spell effects just like a creature cannot use spell-like abilities. It retains all of it's own properties, like enhancement bonus and such. Only the ability to produce spell effects are blocked. Note that many items can produce effects that are not spell effects, such as flaming property of a weapon, or even teleportation from Boots of teleportation. Effectively, this spell is only useful against scrolls, wands, staves and similiar items that do produce actual spell effects, but not against items that just happen to function like a spell.
This spell cannot be dispelled by Dispel Magic, Greater Dispel Magic or Break Enchantment. Only Limited Wish, Wish, Miracle and Mordekainen's Disjunction can end this spell. Remove Curse cast by caster of level no lower than the caster of Seal Magic can also lift the spell effect.

One of my oldies. And I am quite fond of it. Can't forget that lich which tried to use Time Stop :D


UMMM? You PERMANENTLY shut off all spells??? 7th level????????
Frozen Diamond

04-15-04, 03:31 PM
*checks in at CoA at it's new location*

Been some time since last I visited.

But... I didn't make any spell...

Hm... How about I make one right now?

...
...
...
...




Electric Storm
Evocation [Electricty]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: 40 ft./level
Area: 60 ft radius.
Duration: Concentration, max 1 round/caster level
Saving Throw: Yes
Spell Resistance: Yes
Creates a "cloud" of lightning that causes 1d6/level (Max 25) of electricity damage to anything caught inside it, per round.
Once created, the storm cannot be moved, but will end if the concentration does.


There. I made a spell. And my very first one ever.
Except epic spells.

edit: slight clarification... maybe.
Orcy The Green Wonder

04-15-04, 03:52 PM
Orcy doesn't know... dantedarkstar's Seal Magic isnt too bad in Orcy's opinion Bestow Curse is permanent and its a 3rd level cleric spell or a 4th level wiz/sorc spell. Orcy would say that it should probably go up to 8th level maybe. Perhaps increaseing the casting time to a full round? Orcy isnt too great with spells... so uh.... use it if it works, if it doesnt... *shrug*
Finwe

04-15-04, 04:10 PM
It looks like an anti-magic ray clone, except that its permanent instead of oneround/level or something. WAY too powerful, even for a ninth level spell.
Zollex

04-15-04, 07:56 PM
Here's a spell I got the idea for in science class while we were studying electricity, currents, and such.

BTW, sorry for stealing your domain, Frozen Diamond. I hope it's okay. ;)

Arc of Electricity
Evocation [Electricity]
Level: Sor/Wiz 9
Components: V, S, F
Casting Time: See below
Range: 50 ft.
Area: Circle with a 5-foot diameter
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes

You begin gathering massive ammounts of static electricity in your hands. You may charge your hands for up to five rounds, but may discharge it as a standard action at any time. If the charge is held for more than five rounds, it is discharged into the ground and the spell fails. The caster must maintain concentration and cannot take any action but move while casting the spell. The effect depends on how long the charge is held.

One round: The spell deals 5d6 damage to any creatures within the area of effect.

Two rounds: The spell deals 10d6 damage to any creatures
and melts any metal objects with a low melting point (such as gold, lead, copper, silver, or bronze) within the area of effect. In addition, all creatures within the area of effect must make a Fortitude save or be stunned for 1d4 rounds. Any combustible materials within the area of effect are ignited.

Three rounds: The spell deals 15d6 damage to any creatures and melts any metal objects (apart from mithral, adamantine, and other special metals) within the area of effect. In addition, all creatures within the area of effect must make a Fortitude save or be stunned for 2d4 rounds. Any combustible materials within the area of effect are ignited.

Four rounds: The spell deals 20d6 damage to creatures and melts any metal objects (apart from mithral, adamantine, and other special metals) within the area of effect. In addition, all creatures within the area of effect must make a Fortitude save or be blinded for 1d4 rounds. Any combustible materials within the area of effect are ignited.

Five rounds: The spell deals 25d6 damage to creatures and melts any metal objects within the area of effect. Any creatures within the area of effect must make a Fortitude save or die. Creatures that do not die from the death effect or damage are blinded for 1d4 rounds. Any combustible materials within the area of effect are ignited.

Material components: A golden pendant in the shape of a lightning bolt (worth at least 500 GP) that the caster holds while casting the spell.
wolf_mage

04-15-04, 10:35 PM
Why was the CoA moved from it's old home?
Finwe

04-15-04, 10:46 PM
Every foundation/council/guild/club/etc has been moved to this board. The best part is that now we don't have to specificaly discuss magic items or spells. Instead we can do pretty much wahtever we want as long as it pertains to the council.
dantedarkstar

04-16-04, 04:25 AM
Originally posted by Finwe
It looks like an anti-magic ray clone, except that its permanent instead of oneround/level or something. WAY too powerful, even for a ninth level spell.
Hmm... I guess any wizard would prefer being hit with Flesh to Stone, huh ?

Comparision to Flesh to Stone (which was my original starting point for considering balance of this spell).
SM = Seal Magic, FtS = Flesh to Stone
1.SM takes away spells, FtS takes away everything
2.SM is effective only against spellcasters and creatures with spell-like abilities
3.SM targets spellcaster's strong save (only targets that are affected really), unlike FtS
4.SM has lesser range than FtS
5.SM is abjuration, which means it has it's perks (like ability to affect ethereal). Not subject to immunity from petrification.
6.SM is Permanent, FtS is Instantenous (which means it can't be dispelled like SM, althrough has it's own few remedies)
7.While SM'ed, you can still use all your spell trigger, spell completion and similiar devices, or fight/flee otherwise. While petrified, you can do nothing.

I think you all just over-reacted, seeing "permanent". Being unable to cast spells until you find some guy who can remove it, or have backup scroll for that is less severe than being turned to stone and reduced to just hoping someone else will save you. Or permanently being frozen in time (Temporal Stasis).
Try to see that spell in this light, istead of thinking that anything which could hurt you is too powerful ;)
sculyblast

04-16-04, 11:52 AM
Wizard with "Seal Magic" spell meet "Guardian of Magic"
"Guardian of Magic" meet Wizard with "Seal Magic" spell

GoM: ey! you have a pretty strong spell!
mage: yes I have it
GoM: *looks mad* It is way to powerfull and illigal
mage: ofcourse it isn't I was able to create it myself
Gom: so you are Neglecting my order to destroy every single scroll of this spell?
Mage: yes I am
Gom: *uses "cut magic" on the mage permanent*
*burns all the scrolls with "Seal magic"*
*walks away*
Mage has no power left at all

((sorry I made up that ability first :sad: It is mine :mad:
and mages should not be able to has Un-magicing-sells at all, that is the same like a ranger dwarf with favorite ennimy dwarves))
bahamut_0

04-16-04, 12:42 PM
What the hell? The thread was moved :confused: :confused: :confused:
Storm

04-16-04, 02:31 PM
I would join, but I can't think of a domain and don't post very often... Do you have to be a member to post in this thread?
Zollex

04-16-04, 06:11 PM
Originally posted by Storm
I would join, but I can't think of a domain and don't post very often... Do you have to be a member to post in this thread? Nope. You can come in and post a quick comment whenever you want, regardless of whether you're a member or not. That would make a good FAQ question....

Zollex :mage:
DiplomaticSorcerer

04-16-04, 07:46 PM
Holy god, no. They've done it. We're dead. Now that they've consolidated the foundations into a single forum, we won't be seen by our own audience anymore. That spells a slow and painful death.

With all of the different threads in this forum, we're suddenly just a sand grain in a desert.
Finwe

04-16-04, 09:56 PM
Originally posted by dantedarkstar
Hmm... I guess any wizard would prefer being hit with Flesh to Stone, huh ?

Comparision to Flesh to Stone (which was my original starting point for considering balance of this spell).
SM = Seal Magic, FtS = Flesh to Stone
1.SM takes away spells, FtS takes away everything
2.SM is effective only against spellcasters and creatures with spell-like abilities
3.SM targets spellcaster's strong save (only targets that are affected really), unlike FtS
4.SM has lesser range than FtS
5.SM is abjuration, which means it has it's perks (like ability to affect ethereal). Not subject to immunity from petrification.
6.SM is Permanent, FtS is Instantenous (which means it can't be dispelled like SM, althrough has it's own few remedies)
7.While SM'ed, you can still use all your spell trigger, spell completion and similiar devices, or fight/flee otherwise. While petrified, you can do nothing.

I think you all just over-reacted, seeing "permanent". Being unable to cast spells until you find some guy who can remove it, or have backup scroll for that is less severe than being turned to stone and reduced to just hoping someone else will save you. Or permanently being frozen in time (Temporal Stasis).
Try to see that spell in this light, istead of thinking that anything which could hurt you is too powerful ;)

I am looking from a game balance perspective. Stone to flesh is easily countered by stone to flesh. Flesh to stone means that you are effectively neutralized, and no one is going to trey to kill you. With this spell, you make the target become a commoner with 300 IQ. Look in draconimicon. There is a spell exactly like this which lasts for a small duration, of the same level. The reason why this spel is so uber is that it utterly incapacitiates the target unless he/she happens to have a limited wish, wish or miracle prepared. What's worse: having your character effectively ruined, or having your character temporarily "slain"
DiplomaticSorcerer

04-17-04, 12:01 AM
I'm developing a spell called Corpse Explosion that's developed from the Diablo II necromancer spell known by the same name. It's got a few kinks to work out(In D2 the spell does 60-100% of the full hit points of the creature, which is obviously very overpowered for D&D), but I'll be able to post a somewhat balanced version by the end of the weekend.
mazaudi

04-17-04, 02:10 AM
Mazaudi's Elemental Blast (conj)

Level:Sor/wiz 8th, Druid 7th, Clr 8th
Components: V,S,M
Casting Time: 1 standard action
Range: medium (100ft +10ft/level
Duration:instanteous
Save throw: Half and see text
Spell resistance: none

Mazaudi first created this spell to battle creatures with high SR.
When cast the spellcaster picks a point within the spells range to create a tiny gate into one of the elemental planes of the casters choice. When this gate is created it sucks all elemental energy and/or matter from the chosen plane into the plane the caster is in at the time of the casting. The gate is oriented in the direction the caster desires and projects the elemental energy in a 60' cone. Since this energy is directly from a planar source and not magical in nature this spell overcomes SR.
Some of the effects of the spell are...

Fire: 3d10+1d10 per 2 levels and has a chance to ignite all flamable items caught in the cone. Ref save for half.

Water: 1d10 per 2 levels (ref. for half)and victems are washed away to the edge of the cone unless a fort save is made otherwise they are knocked prone

Air: Victems are launched out to the edge of the cone area and take 1d6 pts of damage for each 10' travelled. This is considered falling damage and if a fort save is made they take half damage and are knocked prone. If the orientation is placed above the target the persons in the area take 3d6 damage and they are knocked prone. If orientation is placed under the target the targets just take normal falling damage or are knocked prone if Ref save is made.

Earth: Victems are crushed for 3d10+1d10 per 2 levels ref save for half. If the Ref. save fails they are considered buried and they must make a Fort save each round to dig themselves out. If they do not dig themselves out in time the target(s) may suffocate.

Material component: Fire=flint Air=feather water=fish scale earth=polished stone

Sorry if the text seems a bit confuseing it is late and I am very sleepy. :(


Me go bed now...
DiplomaticSorcerer

04-17-04, 02:14 AM
Well, you're a little late, but I'll accept it. I haven't even begun the judging yet, and I don't even know about Finwe's status on his votes, so it's not like you're messing us up at all. Well, at least not me....:P
sculyblast

04-17-04, 03:24 PM
when will the winner be known?
aravilar_holistacia

04-18-04, 01:37 AM
Originally posted by DiplomaticSorcerer
Holy god, no. They've done it. We're dead. Now that they've consolidated the foundations into a single forum, we won't be seen by our own audience anymore. That spells a slow and painful death.

With all of the different threads in this forum, we're suddenly just a sand grain in a desert.

I agree with you 1000 billion percent, DS.

Back from Florida.



Aravilar Holistacia
Zenith Archmage of Elven High Magic
aravilar_holistacia

04-18-04, 06:06 AM
quote:
--------------------------------------------------------------------------------
Originally posted by DiplomaticSorcerer
With all of the foundations and organizations consolidated here, every one of our threads is dead and gone. Our old members may still post, but we will not get new ones. Each of our threads in now a needle in a haystack, and our audiences and possible applicants will not enjoy sifting through all these threads to find us, and we will be lost in the confusion. Also, the only people who might frequent this forum are those infamous "Title grabbers", who will join, put the foundation in their sig, and leave forever. [...]

I, as a concerned threadkeeper, do not support this at all.
--------------------------------------------------------------------------------


Quoted for the people with their sigs off. I wanted to make this announcement CLEAR to the Archmages of the Council.
bahamut_0

04-18-04, 08:28 AM
Welcome back Ava :D :D :D

Well, I'll continue to post here, but I'm still not sure how to get here :)
aravilar_holistacia

04-18-04, 08:41 AM
Thank you, bahamut. :D
Master_of_Sarcasm

04-18-04, 04:11 PM
Hmm...I didn't really consider the implications of the compiling of foundations, but now that you mention it, this seems like it was someone's really bad decision. Good thing I subscribed to this thread, or I never would have found it after the move.

Oh, and welcome back Aravilar. :)
aravilar_holistacia

04-18-04, 04:16 PM
Originally posted by Master_of_Sarcasm
Hmm...I didn't really consider the implications of the compiling of foundations, but now that you mention it, this seems like it was someone's really bad decision. Good thing I subscribed to this thread, or I never would have found it after the move.

Oh, and welcome back Aravilar. :)

I'm glad to hear your opinion. :) Thanks. :D
sculyblast

04-19-04, 07:25 AM
once I have found some spare Time I will start pming the members that have not posted since the move, of the Councils new location
dantedarkstar

04-19-04, 07:33 AM
Originally posted by Finwe
I am looking from a game balance perspective. Stone to flesh is easily countered by stone to flesh. Flesh to stone means that you are effectively neutralized, and no one is going to trey to kill you. With this spell, you make the target become a commoner with 300 IQ. Look in draconimicon. There is a spell exactly like this which lasts for a small duration, of the same level. The reason why this spel is so uber is that it utterly incapacitiates the target unless he/she happens to have a limited wish, wish or miracle prepared.

With Seal Magic, you turn level 20 wizard into level 20 commoner, wich can use all the spell storing and magical stuff. Will save (wizard's strong save) negates.

With Flesh to Stone, you turn level 20 wizard into a statue, that can do nothing at all. Fort save (wizard's weak save) negates.


I can't seriously understand why you think negating spells ONLY is such a big deal, but completely "slaying" your character is not ?


What's worse: having your character effectively ruined, or having your character temporarily "slain"

It can be removed, and there are several ways to do so:
1.Have a scroll of Remove Curse with high enough CL.
2.Ask your buddy cleric, wizard or bard cast Remove Curse on you (Paladins do get the spell but have sucky CL, Sorcerers would almost never take it).
3.Have a scroll of Limited Wish, Wish or MDJ. (first one recommended)
4.Ask your buddy wizard or sorcerer to cast Limited Wish, Wish or MDJ.
5.Ask your buddy cleric to cast Miracle.
6.Find someone who can cast Remove Curse with high enough CL.
While afflicted, you can do following:
1.Use any skills that don't require spellcasting.
2.Use any spell completion or spell trigger equipment you may have.
3.Defend yourself
4.Flee
5.Seek removal of the curse
6.etc.
...

When you are petrified, there are following ways:
1.Hope your buddy wizard will cast Stone to Flesh and you succeed at Fort DC 15
2.Hope your buddy wizard, cleric or bard will cast Break Enchantment (Paladins get it too, but they cannot hope to beat CL check).
While afflicted, you can do following:
1.Hope that others will help you


What's worse: Having a character temporarily weakened (strong save negates), or temporarily "slain" (weak save negates) ?
baerdith

04-19-04, 12:53 PM
Originally posted by aravilar_holistacia
I'm glad to hear your opinion. :) Thanks. :D


Didn't know you were gone ;)


All the more reason to keep the Conforums lists going.
bahamut_0

04-19-04, 05:16 PM
So, when will we be getting the results of the competition?
Aramar the Black

04-19-04, 07:03 PM
Well, despite my rare access to the internet, I will still try and post here often as possible. I think I see the idea behind this moving of the thread, but I, like others, am not happy with the decision. There has to be a better way, if not the origional.
Oh, by the way, how's the judging going?
The Simbul

04-19-04, 08:42 PM
Laeral's Dweomer Transference edit
Typo errors fixed:

-Components now accurately lists M for the material component.
-Material Components listing was fixed from a left over error from my earlier drafts. The Diamonds crushed into dust must have a value equal to twice the normal market price of the item targeted by the spell.
aravilar_holistacia

04-19-04, 09:28 PM
Originally posted by sculyblast
once I have found some spare Time I will start pming the members that have not posted since the move, of the Councils new location

Thank you, Sculy. :D

I'll have to ask Finwe when the contest will be over and judged. *nods*
Bait the Bard

04-20-04, 07:51 AM
I'll just say that I am here, but i'm unlikely to contribute anything meaningful.

If this hasn't died already.. :(

- the annoying bard
baneofkobolds

04-20-04, 09:50 AM
Could i join as Archmage of Conjuration if you don't already have one?
sculyblast

04-20-04, 11:20 AM
you are the thirst person that want to join as Archmage of Conjuration(the first one was legions of the unknown, second master of sarcasm, who is currently thinking of a new domain) and now you are joining.. sorry, you will have to think of another domain

what is so populair of conjurations anyway?
baneofkobolds

04-20-04, 11:30 AM
Darn i always like that school of magic hmmm. How bout Archmage of Transformation (i also like polymorph spells and the like). of course if you don't have one already.
sculyblast

04-20-04, 11:38 AM
I think Transformation will just do...
but that one still has to be confirmed by Ds, finwe, ava or AoN
@Ds.. it would be better if you copied the list of Archmages I made located at the 9th page of this thread to the front of it so people can easily see if a domain was taken yet
baneofkobolds

04-20-04, 11:44 AM
hmm sorry to be a pain in the arse but i noticed that Archmage of Nature was not on the list could i think that would better suit me.
sculyblast

04-20-04, 11:51 AM
oke, unless Any of the zenith Archmage (unchanged pural) has anything to say why you should not have that domain (or why I should not be granting domains ;) )

you are now

Banedofkobolds(BoK) Archmage of Nature
baneofkobolds

04-20-04, 12:51 PM
Awesome thanks
BladeBoy

04-20-04, 04:19 PM
Wow, i've been gone a long time..
*shows up*
Master_of_Sarcasm

04-20-04, 04:37 PM
I am having the hardest time thinking of a new domain, so, to figure out just what my options are, i have a question:
Conjuration encompasses Creation, Summoning, Calling, and Healing (as annoyed as we all are with this, it's true). Since Conjuration is taken, does that mean that Summoning, Calling, and Creation are as well? Or are these still options?

And sculy, what do you mean why does everybody like Conjuration? Why not? Conjurations are awesome! I could start listing all my favorite Conjurations, but I don't feel like thinking of them all.
aravilar_holistacia

04-20-04, 07:07 PM
Originally posted by sculyblast
oke, unless Any of the zenith Archmage (unchanged pural) has anything to say why you should not have that domain (or why I should not be granting domains ;) )

you are now

Banedofkobolds(BoK) Archmage of Nature

Sculy, any of the Zeniths or High Archmages can grant domains. ;)

M_o_S> I think when Conjuration was taken it encompassed every aspect of that school. However, if you would like to specialize in a specific aspect of Conjuration, I think it would be acceptable.



Aravilar
Zenith Archmage of Elven High Magic
sculyblast

04-21-04, 04:54 AM
Originally posted by aravilar_holistacia

M_o_S> I think when Conjuration was taken it encompassed every aspect of that school. However, if you would like to specialize in a specific aspect of Conjuration, I think it would be acceptable.


note that Zollex is allready archmage of summoning..
by I would not mind changing his domain into Cheese :rofl:
Zollex

04-21-04, 07:31 PM
I wouldn't mind changing my domain...but cheese isn't my specialty. I am on the Conforums listing as High Archmage of Cheese, though.

I'm a High Archmage. Does that mean I can grant a domain to myself?

Zollex, Archmage of Cheese, Summoning, or something... :mage:
aravilar_holistacia

04-21-04, 07:45 PM
Originally posted by Zollex
I wouldn't mind changing my domain...but cheese isn't my specialty. I am on the Conforums listing as High Archmage of Cheese, though.

I'm a High Archmage. Does that mean I can grant a domain to myself?

Zollex, Archmage of Cheese, Summoning, or something... :mage:

Yeah, Zoll, you can grant yourself a domain. :devil: Bindy already did that when he changed from Acm of Demonbinding to Acm of Spell Wards. :)
sculyblast

04-22-04, 01:06 PM
oke question... :Devil:

Catoblepas posted "go to the guild house" threads all across the Dnd boards called "Dude! where my foundation go?"
there is also a thread placed at the spells and magical items forum, apperently we are currently the only magic related foundation. so if we wanted to we could clame this thread for ourself, having our own costem tekst that points to our foundation

what do you think :devil:
Frostbite_Ravenheart

04-22-04, 01:50 PM
Wow...This is my first post on the new Guild House CoA Thread! All clap and cheer!


Now I would personally like to add on to my domain. I want to not only have all that bardy stuff I have but I want to be a High Archmage of Cows too. Not that I really like cows but so that all future cheese, cream, meat and milk archmage all bow down to me MUAHHAH HIGH ARCHMAGE OF THE COW!!!!!!!!!!!!!!!!!!!!!!!!...sorry randome but I had to come back with somthing...

BTW Where is legions is he gone? For good? Vacation? I havent seen high nor low of him for quite some time now...
____________
Also I am gonna start comming up with a whole list of Bard/Sorc/Wiz spells. Some might have just Bard or just Bard/Sorc but thats ok now isent it? However they will all beable to be used by "Song Mages" Or Elven this or Halfling whistler that. I also might make a Song Mage.

Also I have noted a few things

1) Simbol dosent have a domain on the confourms (which I shall rejoin shortly)...dident it used to be Enchantments?
2) We have no offical FAQ or Information section. If you like I would write up an Faq and information guide basically talking about what this Council is about, our history, ourselves, what we represent what we do and a very detailed yet straight forward guide to chosing your domain.

We seem to be getting a lot of new recruits that dont seem to read through enough and also if we get more recruits instead of talking we can just point them in the right direction. This is in no way ment to offend you respected Archmage of Nature, welcome to our arms and feel welcomed and at home.

My service is all of yours and I am for all of you to command (except bait and Kedi...lousy domain stealers ;) )

-Frosty The HighArchBard of Music and Emotions.
sculyblast

04-22-04, 01:58 PM
Frostbite.. that would be great!
I will have holidays in the near future I will do quite some work as well then like I am going to make a short resume of the former thread which are all the "can I join as archmage of x" are cut out and that things.

btw I figured out that the simbul's domain is metamagic
Frostbite_Ravenheart

04-22-04, 02:27 PM
Hmm Rolls Init: Natural Twenty!

FAQ: (Raw and Basic I might expand latter…tell me what you think)

What are we?: We are a group of innovated thinkers and role-players. Well those are too fancy of words to describe…perhaps the term “People who have fun pretending they master domains” are more appropriate.

What do we do?: We create spells, role-play and have fun. Like I said above we are a collaboration of thinkers for mostly the arcane spells and prcs but we also role-play our overpowered, unkillable characters in a fun world. We also like to debate wizardly issues and design large-scale things.

What do you need to join?: A computer and a mind.

This sounds too good to be true how much money needs to be put and where?: Well if you send one-magic item a day to High Archmage of Music and Emotions, Frostbite…oh nevermind its free.

Do I need to join the confourms?: Simple answer…no. We began in the wizard.com forums…fought for our rights to form foundation…and got our own guildhall, I will be damned to the six-hundred and sixty-six plan of the abyss before I let that go away. However we do, do a lot of things on the confourms so it might be wise to join (and that is again free.)

Do I need a domain name?: See below for all matters concerning domains but the answer is yes.

Do I have to be obessed with my domain and will I get in trouble if I roleplay/use other domain powers like Britney did when she drank a…dundadata a sprite? NO, Of course not. We have a High Archmage of Music and Emotions. He loves rangers and paladins as well as bards and often uses Cold Magic. We also have a High Archmage of Elven High Magic. He casts a whole list of spells not part of EHM dosent always roleplay as an elf.

Who are the Zenith Archmages? Who are the High Archmages? What am I and how do I advance? If you just joined you are an Archmage. If you have been around since the beginning and sticked with us you’re a High Archmage (and you know who you are) if you are powerhungry and somehow convinced Archmage of Nethril that you were perfected for overseeing everything then you’re a Zenith Archmage. Whats the difference, nothing other then Zenith and High Archmage “police” the system and make sure things don’t go out of control, IE we “Wizo” the conforms and assort domain names.
___________________
Domain names: The Big Issue.

First lets look back at the history of Domain names and the foundation ingeneral. It all started out with a simple Archmage, the Archmage of Nethril. He one day created the first foundation ever* entitled “The Council of Archmages” in the class section of the wizard forums. People joined and he said “Hey wait a minute ima give you all domain names”. This was fine at first and then there were problems. People wanted to be Archmage of Elves and Archmage of Dragon Magic and Archmage of High Elven Magic (Cough) and the first thirteen people to join…deemed High Archmages decided against that having all simple names like Archmage of Fires, Shadows, Emotions ect. People dident see above and we have a domain name crisis. Long story short we now have four Zenith Archmage, a couple of High Archmages and a long list of Archmages with equal domain names.

Now how do you pick your Domain Name?:

Step 1) Look at the list of taken names
Step 2) Think up of a small number of things that interest you
Step 3) Check for “munchkinism” (IE: Archmage of Dragons)
Step 4) Ask a High/Zenith Archmage if your name is all right
And walla you know officially have a domain name in the eyes of Council of Archmages.

Finally as one last note please contribute. I personally cant stand when people just join for a cool title and the ability to put in there sigs and say “I am in the well respected Council of Archmages” I hate that. If you do that we are gonna take your domain name away unless you state you are leaving for a bit for vacation or cant post for awhile. It’s hard enough to think of domain names but we don’t need domain fillers. However be invited to jump into the roleplaying (as long as you don’t do it stupidly) and the debates and post spells and start your own debates and create Prcs and do whatever it is you like to do!

-Frosty High Archmage of Music and Emotions.

Make, Take or Break it I dont care. It may be a bit excessive and slanderis to Ava...but...hes a gold elf and I just cant help it!
Master_of_Sarcasm

04-22-04, 08:11 PM
Thanks for clearing up the sub-school issue. I may change to Acm of Creation now, but nothing's set in stone yet; I'm still thinking.

On a different domain note, would Spellfire be considered an uber domain? I'm not thinking about taking it (well, not right now anyways), but the thought occurred to me and now curiosity got the better of me.
Look Within My Mind

04-22-04, 08:20 PM
Master of Sarcasm - Yes, Spellfire would be considered an "uber" domain. Today once I have finished all my chores, I'll compile the lists of taken domains and uber-domains.

Also, I have posted a spell on the Spell and Magic boards. If no-one else gives any feedback, I'll post it here for your viewing pleasures.

Look Within :mage:
Look Within My Mind

04-22-04, 09:58 PM
Seeking Swords
Transmutation
Level: Sor/Wiz 4
Components: V, S, F
Casting Time: 1 action
Range: Touch
Target: 1 dagger/2 levels
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

You cause 1 dagger for every two levels (to a max of ten daggers) in your possession to grow into the shape and size of longswords, which then attack creatures you specify. The blades have AC 17 (+1 size, +1 Dex, +5 natural), hardness 10, and 10 hit points each. The are able to fly at a speed of 50 feet (good maneuverability), and deal 1d8 points of slashing damage, and score a threat of a critical on a natural 19 or 20. The swords use your base attack bonus and your primary casting ability modifier.

You may change up to two swords' targets as a move action.

Multiple swords attacking the same creature are able to flank and therefore gain flanking bonuses. They are otherwise treated as Medium-size animated objects (as if animated by an animate objects spell).

If the daggers had magical properties, then these properties exist in the longsword version. Therefore a +1 dagger, which is affected by this spell has and extra +1 on its attack roll and deals and extra point of damage. Only non-epic magical properties are kept. Epic magic daggers cannot be transformed by this spell.

Focus: The Daggers upon which this spell is cast.

Go <<Here>> (http://boards1.wizards.com/showthread.php?s=&threadid=225120) for my thread on this spell to read comments and the changes I made.

Look Within :mage:
Finwe

04-22-04, 10:22 PM
Originally posted by sculyblast
btw I figured out that the simbul's domain is metamagic

Wow, you must be a genius Sculy! :P



The contest judging should be done by next friday. I know that it seems a long while, but I am exceedingly busy right now. Andy may be coming to stay at my house over the summer, final exams are comming up, and I have scholl too.

Frosty: nice, except that people do not have to have a domain, and Zenith archmages are the one's whom AoN hand-picked as his finest to represent him (actualy, basicaly those who IMed him the most).
Legions of the Unknown

04-22-04, 11:46 PM
hi all i havent posted in so long geez

i was still on the old thread and i c this 1 with 12 pages ......... but i here from my friend ava that there is a spell contest as the topic

can someone tell me the limits for this like if it can be epic or not plz
aravilar_holistacia

04-23-04, 02:45 AM
Hey guys; I posted a fresh new thread. Please allow this one to fall behind, as it will soon be locked by the mods.

Thanks,

Aravilar
High Archmage of Elven High Magic
aravilar_holistacia

04-23-04, 03:05 AM
The new thread is located >>>HERE<<< (http://boards1.wizards.com/showthread.php?s=&threadid=226369).