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Atrelegis
2006-10-04, 06:33 PM
I am currently trying to use a few new spells in our horror campaign. Unfortunately, since these spells are custom-made, I cannot calculate their level and I need a small critique on their efficiency. It's a low magic campaign, so spells such as dispel magic are rare or obsolete.

Here we go:

Doubdt plague

The Fluff: The spellcaster must posses a thing whith which the spell's target is familiar. The item can also be a part of his body, a few drops of his blood or tears, etc. The caster then begins a long ritual, spanning 3 days requiring at least two hours of chanting the spell's verses around the item. Once the casting is complete, the vitim is plagued by strange, prophetic visions of supposed treachery.
The Crunch: The victim must succed at a Will save the first time it is subjected to the spell. Failure indicates a growing tension toward his fellows, as he begins to notice (through his mind's eye), all possible manners of intrigue. He suffers 1 point of Wisdom damage.
Every subsequent night, the character must succed on another will save, or lose 1 more wisdom. During that time, his behaviour becomes increasingly erratic and paranoid. When his wisdom score drops to 3 or less, he is a gibbering, half-mad little creature, attacking anything in sight, or scheming against everyone.
If the caster is slain, or the victim overcomes the spell's save 3 times in a row, the spell is negated and he regains wisdom points at the rate of 1 per day.

The Whisperers in the Mirror

The Fluff: The caster must posses a part of the character's body, be it as small as a nail clipping or as great as a limb. When the spell is cast, taking a full month, then the victim is plagued by a strange affliction. When seeing his reflection, he also begins to hear the gibberish of otherwordly voices.
Slowly, the spell erodes the victim's sanity, leaving him completely drained at the ned, a husk beyond salvation.

The crunch: The victim hears the whipsers anytime he/she is reflected in a mirror or other surface. The whipers have a 5% chance to make an accurate prophecy for the near future. Every week thereafter, the character must succed in a will save. Failure results in the loss of 1 Wisdom point and a 5% increase in the prophecy's accuracy.
When the character's wisdom reaches zero, he must succed on one last save. Failure means that he becomes incurably insane, but his prophetic ability rises to 75%. Success results in breaking the spell, but the victim may long for the voice;s presence. Lost wisdom points return at the rate of 1 point per week. If the character succeds in 7 successful saves, the spell is broken.

Rot:

The Fluff: This spell requires two recipients, none of which need be the caster. The caster must create two identical items, which will be given to the two recipients. One will be the drainer and the other the receptacle. As time passes, the dariner item withers its possesor as long as he keeps it on his person, rejuvnating the receptacle's owner more every day.

The Crunch: The caster must create two identical items, inlaid with the spell's incantations. These incatations can be hidden on the item, requiring a Spot check with a dc equal to the creator's Craft result. When the item is worn, both owners must make a contested will save. If the receptacle;s owner fails, the spell is broken. If he fails by 10 or more, he becomes drained instead.
When the spell commences, the drainee loses 1 point of each constitution, strength or charisma (receptacle owner's choice). The points drained are not added to the receiver's scors, but replace that score. As the drainee grows into a rotting corpse, the receiver becomes all the more healthy and full of vigor.
When the darined ability reaches 0, the drainee dies o horible convulsions within the month. A spell could possibly cure him (dc equal to the spell's dc). The drained ability will never return, unless the items are destroyed, in which case it is restored at the rate of 1 point per week.

Harmful Mannequin

The Fluff: It;s a voodoo doll, plain and simple. It must include a part of the victim;s body or ne of its possesions.

The crunch: The doll can only function in the distance of 1 mile per caster level from the victim. It cannot be sed for domination, but it is an excellent means of blackmailing him or her.
The doll can be harmed in any possible way and the damage will tranfer to the victim. The doll will remain immaculate, until the victim is either killed or it is immersed in holy water, in which case it is destroyed. The victim will feel any discomfort on the doll. I it is immersed in water, he will start drowning. If it is thrown in the fire, he might be engulfed in flames. No maiming can be achieved without destroying the doll, thus reducing its efficiency.
Killing the caster won't undo the doll's power. Former ictims tend to carry the dolls with them constantly. Interring them deep in the earth is not a good option, since the dampness or the worms could just as easily harm the caster.

vanyell
2006-10-05, 12:34 AM
doubt plague seems to be a reather powerful spell, around 8-9th level.

whispers in the mirror is a spell that is hard to use, because every time a player comes accross a stream or lake, or puddle, the DM has to come up with some BS rhyme, or lose part of his plot line.

rot seems over powered, if one of two things happen. 1st. if the item is cursed in the old school sense (can't be thrown away) then it's broken, or if the reciever's gain is perminant. (imagine handing these out to random people, with your meat shield recieving them all)

the manniquin would be a 7-8th level spell, basically a save-or-lose without the save. break both the arms of the doll and you have stopped any character type. I would not permit it if it were useable on creatures other than humanoids (ie. the terrasque)

case closed