Abd al-Azrad
2006-04-17, 09:16 PM
http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1145297251 ;start=15#17
As we see in the linked topic, Summon Nature's Ally does not do what I want it to: drop huge animals on enemies. I could complain endlessly. Or I could write a new spell that does exactly what I want it to.
I choose option (C): both. My new spell will both drop animals on enemies, and simultaneously aggrivate druids, who don't allow me to use their summoning spells for spite. Show them.
Theoretically, I'm looking for input on balancing the spell, simply because I like to do things professionally, even if it's a professional joke spell I'm making up on a whim.
Death From Above
Conjuration (Teleportation)
Level: Sor/Wiz 5
Components: V, S, F
Casting Time: 1 full round
Range: Infinite and Close (25ft. +5ft./2 levels) (see text)
Effect: One creature
Duration: Instantaneous
Saving Throw: Will negates, and Reflex partial (see text)
Spell Resistance: No
Summon Nature's Wrath teleports an unwilling bison, rhinoceros, or elephant from anywhere on the plane to a point 60ft. above a target square, which must be within close range of you. You may choose the target square upon the completion of casting this spell, allowing you to correct for the movements of those who you wish to be in the target square. When the animal arrives, it falls 60ft. on your initiative count, landing centered on the target square and hitting others covered by its space. The animal deals falling and crushing damage in accordance with its weight to any foes within its occupied spaces upon landing (Reflex negates).
If the animal survives the fall, which deals 6d6 damage to the animal and more to any creature it lands upon (see table below), it lands prone and then continues to act on its own initiative; its first round will most likely involve a move action to stand up from prone, and a standard attack. Unlike a Summon Nature's Ally spell, the animal is under no obligation to act according to your direction. In fact, it typically arrives enraged and will attack any creatures in close proximity. This makes casting of this spell a potential danger to the caster and his allies, but because the spell is not a summoning spell, the subject animal is worth full XP to defeat. Animals, however, typically will not fight to the death, and the subject animal will likely attempt to retreat if severely injured.
The animal teleported is allowed a Will save to negate the effect of the spell.
The target animal is determined by caster level, as shown in the following table, but a high level caster can choose to summon a lower level animal if they wish:
9-11: Bison, 37HP, Will +1, Weight of 2,000 lbs., space of 10ft. Damage bonus from its weight is +10d6, for a total of 16d6 crushing damage.
12-14: Rhinoceros, 76HP, Will +3, Weight of 6,000 lbs., space of 10ft. Falling damage reaches a maximum of 20d6 to all creatures it lands upon.
15+: Elephant, 104HP, Will +6, Weight of 16,000 lbs., space of 15ft. Falling damage is still 20d6.
If cast on a plane without these animals, the spell could target similar animals of similar CR. It is best to discuss which animals can be targetted with your DM before using the spell for this purpose.
Note that this spell is abhorred by any character with the Wild Empathy ability, who can sense the general direction and distance of the caster with a successful Wild Empathy check, assuming their check result is greater than the spell's DC.
Focus: A wooden figurine of the animal to be teleported.
EDIT: Added in a part about casting on a plane without the listed animals, and removed the part about the animal exploding. You now get XP for defeating the animal; the threat of abuse should be addressed by the fact that druids will come and kill you for constantly summoning and killing wildlife.
As we see in the linked topic, Summon Nature's Ally does not do what I want it to: drop huge animals on enemies. I could complain endlessly. Or I could write a new spell that does exactly what I want it to.
I choose option (C): both. My new spell will both drop animals on enemies, and simultaneously aggrivate druids, who don't allow me to use their summoning spells for spite. Show them.
Theoretically, I'm looking for input on balancing the spell, simply because I like to do things professionally, even if it's a professional joke spell I'm making up on a whim.
Death From Above
Conjuration (Teleportation)
Level: Sor/Wiz 5
Components: V, S, F
Casting Time: 1 full round
Range: Infinite and Close (25ft. +5ft./2 levels) (see text)
Effect: One creature
Duration: Instantaneous
Saving Throw: Will negates, and Reflex partial (see text)
Spell Resistance: No
Summon Nature's Wrath teleports an unwilling bison, rhinoceros, or elephant from anywhere on the plane to a point 60ft. above a target square, which must be within close range of you. You may choose the target square upon the completion of casting this spell, allowing you to correct for the movements of those who you wish to be in the target square. When the animal arrives, it falls 60ft. on your initiative count, landing centered on the target square and hitting others covered by its space. The animal deals falling and crushing damage in accordance with its weight to any foes within its occupied spaces upon landing (Reflex negates).
If the animal survives the fall, which deals 6d6 damage to the animal and more to any creature it lands upon (see table below), it lands prone and then continues to act on its own initiative; its first round will most likely involve a move action to stand up from prone, and a standard attack. Unlike a Summon Nature's Ally spell, the animal is under no obligation to act according to your direction. In fact, it typically arrives enraged and will attack any creatures in close proximity. This makes casting of this spell a potential danger to the caster and his allies, but because the spell is not a summoning spell, the subject animal is worth full XP to defeat. Animals, however, typically will not fight to the death, and the subject animal will likely attempt to retreat if severely injured.
The animal teleported is allowed a Will save to negate the effect of the spell.
The target animal is determined by caster level, as shown in the following table, but a high level caster can choose to summon a lower level animal if they wish:
9-11: Bison, 37HP, Will +1, Weight of 2,000 lbs., space of 10ft. Damage bonus from its weight is +10d6, for a total of 16d6 crushing damage.
12-14: Rhinoceros, 76HP, Will +3, Weight of 6,000 lbs., space of 10ft. Falling damage reaches a maximum of 20d6 to all creatures it lands upon.
15+: Elephant, 104HP, Will +6, Weight of 16,000 lbs., space of 15ft. Falling damage is still 20d6.
If cast on a plane without these animals, the spell could target similar animals of similar CR. It is best to discuss which animals can be targetted with your DM before using the spell for this purpose.
Note that this spell is abhorred by any character with the Wild Empathy ability, who can sense the general direction and distance of the caster with a successful Wild Empathy check, assuming their check result is greater than the spell's DC.
Focus: A wooden figurine of the animal to be teleported.
EDIT: Added in a part about casting on a plane without the listed animals, and removed the part about the animal exploding. You now get XP for defeating the animal; the threat of abuse should be addressed by the fact that druids will come and kill you for constantly summoning and killing wildlife.