View Full Version : Spells/Powers (3.5, HALP)

2010-11-28, 10:31 AM
I'm homebrewing up some custom spells and psionic powers for an upcoming campaign, but I could use some help balancing and figuring out what levels they should be. Thanks!

Athas' Psychic Bonds
Metacreativity AND psychokinesis AND telepathy
Level: Psion/wilder ?
Display: Auditory and visual
Manifesting Time: 1 standard action
Range: Close
Target: One creature
Duration: Concentration
Saving Throw: Fort, Reflex, Will partial, see text
Power Resistance: Yes
Power Points: ?

Three curling lances of energy spring from your outstretched hand, dealing 1d4 slashing damage plus 1d4 force damage plus 1d4 sonic damage on a successful touch attack. One lance turns into ectoplasmic ropes which entangle the target completely, making them entangled (http://www.d20srd.org/srd/conditionSummary.htm#entangled) and immobilized (reflex negates). Another goes into the target's stomach, making him nauseated (http://www.d20srd.org/srd/conditionSummary.htm#nauseated) (fort negates). The final lance goes into the target's brain, making him stunned (http://www.d20srd.org/srd/conditionSummary.htm#stunned) (will negates).

Augment: If you spend 4 extra power points, this power has a duration of 1 round per level. If you spend 8 extra power points, it becomes 10 minutes. For every 2 additional power points, this power affects one extra creature, up to a maximum of four extra creatures, that are all within 15 feet of each other.
In addition, for every 2 additional power points you spend to achieve any of these effects, this power’s save DC increases by 1.

Favra's Voltaic Bars
Evocation [Electricity, Force]
Level: Sor/Wiz ?
Components: V, S, M, F
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 120-cubic-foot cube; see text
Duration: 1 hour/level; see text
Saving Throw: Reflex partial; see text
Spell Resistance: Yes

Waves of lightning radiate outward from the origin square, dealing 1d6 points of electricity damage per 2 caster levels (max 10d6) to everything within the cube. In addition, the lightning forms force bars at the outside of the spell (as the forcecage spell, but larger). These bars crackle with electricity, dealing 1 lightning damage per 2 caster levels (max 10) when touched.

Arcane Focus
A diamond wand worth 5000 gp, which you point at the target.

Material Component
Polished amber worth 1000 gp.

Gamer Girl
2010-11-28, 12:23 PM
Athas' Psychic Bonds looks a little paperwork crazy. Three saving throws for three different effects is a bit much to keep track of during a battle. And what is the real point of piling on nauseated, entangled/immobile and stunned? For example if a creature is immobile, does it matter if they are nauseated as well?

It's like a triple save or die effect. It's bad enough one power can zap someone out of the game, but this power can do it three times. And they don't get any save each round to negate, and likely won't be able to take any actions other then die.

Metacreativity AND psychokinesis AND telepathy shows that you have not thought this through much. You can just have a power do everything. It does damage, and grabs then and sickens them and zaps their brain.

Why go through all the trouble? Why not just make it one bolt, and if the target is hit they die?

Favra's Voltaic Bars is mass forcecage, plus a weak lightning bolt plus the shock cage. Again, your doing a lot with one spell. It's like you are always making an 'End Encounter spell'(when this spell is cast the players win the encounter and can loot the bodies and get XP).

As it's mass forcecage, it will need to be a higher level the basic Forcecage. Plus adding in lighting effects, would make this 9th level to me.

And SR no? Why would not a creature get to use it's Sr vs. both the lightning black and the shock of the cage?

Andion Isurand
2010-11-29, 05:21 AM
I would have the spell deal the 1d6/2 lvls electricity damage only once when the cage is first created, with a reflex save for half damage.