3.5 Spell creation

Post/Author/DateTimePost
#1

the_black_hand

Jun 22, 2009 22:11:45
Other than what is given in the DMG, is there another sourse that covers spell research?

I am looking to make some Necromancy spells that would cause damage to one target while healing a seperate target.

My DM wants me to use the rules for it, however they are on the vague side.
#2

calronmoonflower

Jun 23, 2009 2:28:58
I know of no other rule set for this.

However, Bestow Wound from the Book of Vile Dankness does what you want, but is of a different school.
#3

the_black_hand

Jun 23, 2009 5:16:02
I know of no other rule set for this.

However, Bestow Wound from the Book of Vile Dankness does what you want, but is of a different school.

BoVD is also 3.0..

There were revisions made when going to 3.5. I am pretty sure it would now be a Necromancy spell in 3.5.


Bestow Wound is also pretty weak...
#4

prince_of_parkness

Jun 23, 2009 6:04:01
BoVD is also 3.0..

There were revisions made when going to 3.5. I am pretty sure it would now be a Necromancy spell in 3.5.


Bestow Wound is also pretty weak...

Its updated in heroes of horror.
#5

MrCustomer

Jun 23, 2009 18:46:11
Other than what is given in the DMG, is there another sourse that covers spell research?

I am looking to make some Necromancy spells that would cause damage to one target while healing a seperate target.

My DM wants me to use the rules for it, however they are on the vague side.

One 3.5 suggestion in regards to this is to use existing spells as your base for making new spells. This gives you a guideline for balance, and then consider how powerful the spell is, or in this case how it intrudes into another classes are (wizards normally can't heal others, that is a clerical spell) and balance it accordingly.

Vampiric Touch, level 3 wizard spell, deals 1d6 damage/ 2 levels that the caster gains as HP.

This is a good base spell to start with. It sets how much damage such a 3rd level spell could do to an opponent. for example, a 10th level wizard who cast this would do 5d6 damage and gain those HPs (15ish hp on average) . healing others with it is an upgrade.

To reflect the added versitility of being able to heal others with it, a huge upgrade really, the spell needs to be balanced accordingly. there are several different ways you can do this:

-Decrease the damage the spell does (thus also decreasing the hp gained as a result) 1d6 damage per 3 or 4 levels instead of 2 levels.
-Decrease the amount of hps healed by the spell, target gains half the hp for example.
-Increase the spell level to level 4 or 5.
-Set a maximum damage to the spell. ie a maximum of 5d6 damage for example

Any of the above combinations could be used for the spell and in fact several different spells could be created this way.

Vampiric Channeling: Level 3, Touch attack deals 1d6 damage per 2 levels to enemy touched, target gains 1/2 hps back

Greater Vampiric Channeling: Level 5 Touch attach does 1d6 damage per 2 levels to target, all allies within 30' gain these extra HPs shared as evenly as possible from the caster outwards.

Vampiric Gift: Level 4. Subject will gain damage done by their next melee attack as hps. Only their first attack and only melee damage and not magical damage.

remember though that Vampiric Touch only gains Temperary Hit Points and doesn't actually heal the target, Temperary HPs last for 1 hour and when they wear off they don't remove damage andy lost hp is still there when the temperary hp wears off. It's possible for someone with temperary hp to die when those hps wear off.