Zeful
2006-04-12, 08:05 PM
I created a few new spells but I have no idea on how to balance them. Any suggestions would be welcome.
Force Missles
Evocation [Force]
Level: Sor/Wiz 3
Components:V,S,M
Range: Close (25ft+5ft/two levels)
Casting time: 1 standard action
Targets: Up to four creatures, no to of which may be greater than 20ft apart
Duration: Instantanious
Saving Throw: Reflex for half (see text)
SR: Yes
The spell creates a homing missle of force. This missle strikes unerringly, requiering no attack roll. Each missle deals 1d8 damage upon impact. The missles then explode dealing concussion damage to all creatures with in five feet of the target (incuding the target). They take 1 damage per caster level (max 5). A successful reflex saving throw halves the concussion damage. A sheild spell blocks the missle damage but not the concussion damage. Likewise a creature with spell resistance blocks the missle damage and the concussion damage. This spell creates one spell at level five; two missles at level eight; up to a maximum of three missles at level eleven.
Material Components: A glass orb costing 10gp for each missle created.
Spark
Evocation [Electricity]
Level: Sor/Wiz 4
Components:V,S
Range: Medium 100ft+10ft/ level
Casting: 1 standard action
Duration: 1 round+1 round/ four levels
Saving Throws: None
Spell Resistance: Yes
A small charge of electricity jumps from your fingers toward the enemy. If you succed at a ranged touch attack you deal 3d8 damage. For every four caster levels, the charge, unless somehow neutralized, lasts for another round dealing another 1d8 damage for that round. At 7th level, lasts for 2 rounds; at 8th-11th level the charge lasts for 3 rounds; and so on to a max of 6 rounds at 20th level.
Shadow Burst
Conjuration
Level: Sor/Wiz 5
Components:V,S
Range Long (400ft+40/level)
Effect: 20ft+10ft/5levels after 10th
Castinig time: 1 round
Duration: Instantanious
Saving throw: Fortitude for half (see text)
Spell resistance: Yes
This spell creates a small point of intense negative energy which expands when the spell is completed. The negative energy deals 2d10 damage plus an addtional 1d10 for every three levels. The energy also bestows 1d4 negative levels. The spell affects all creatures within 20ft; at level 15 the area widens to 30ft; and at level 20 the area widens to 40ft. A succesful fortitude saving throw halves the damage and negates the negative levels.
What do you guys think? The levels are kind of taked on but they are my biased thoughts. The first one is from Icewind Dale: Heart of Winter The second one is a beefed up (and altered) acid arrow. The third was a more recent creation that hasn't had much thought behind it.
EDIT
[hr]Changed Force Missles, and Spark
Force Missles
Evocation [Force]
Level: Sor/Wiz 3
Components:V,S,M
Range: Close (25ft+5ft/two levels)
Casting time: 1 standard action
Targets: Up to four creatures, no to of which may be greater than 20ft apart
Duration: Instantanious
Saving Throw: Reflex for half (see text)
SR: Yes
The spell creates a homing missle of force. This missle strikes unerringly, requiering no attack roll. Each missle deals 1d8 damage upon impact. The missles then explode dealing concussion damage to all creatures with in five feet of the target (incuding the target). They take 1 damage per caster level (max 5). A successful reflex saving throw halves the concussion damage. A sheild spell blocks the missle damage but not the concussion damage. Likewise a creature with spell resistance blocks the missle damage and the concussion damage. This spell creates one spell at level five; two missles at level eight; up to a maximum of three missles at level eleven.
Material Components: A glass orb costing 10gp for each missle created.
Spark
Evocation [Electricity]
Level: Sor/Wiz 4
Components:V,S
Range: Medium 100ft+10ft/ level
Casting: 1 standard action
Duration: 1 round+1 round/ four levels
Saving Throws: None
Spell Resistance: Yes
A small charge of electricity jumps from your fingers toward the enemy. If you succed at a ranged touch attack you deal 3d8 damage. For every four caster levels, the charge, unless somehow neutralized, lasts for another round dealing another 1d8 damage for that round. At 7th level, lasts for 2 rounds; at 8th-11th level the charge lasts for 3 rounds; and so on to a max of 6 rounds at 20th level.
Shadow Burst
Conjuration
Level: Sor/Wiz 5
Components:V,S
Range Long (400ft+40/level)
Effect: 20ft+10ft/5levels after 10th
Castinig time: 1 round
Duration: Instantanious
Saving throw: Fortitude for half (see text)
Spell resistance: Yes
This spell creates a small point of intense negative energy which expands when the spell is completed. The negative energy deals 2d10 damage plus an addtional 1d10 for every three levels. The energy also bestows 1d4 negative levels. The spell affects all creatures within 20ft; at level 15 the area widens to 30ft; and at level 20 the area widens to 40ft. A succesful fortitude saving throw halves the damage and negates the negative levels.
What do you guys think? The levels are kind of taked on but they are my biased thoughts. The first one is from Icewind Dale: Heart of Winter The second one is a beefed up (and altered) acid arrow. The third was a more recent creation that hasn't had much thought behind it.
EDIT
[hr]Changed Force Missles, and Spark