Ipuntmidgets
2014-07-18, 07:46 PM
I have a couple of spell ideas but if you guys want to toss some ideas at me that would be great. Now i am the only person in the party who is willing to play a major caster that isnt just heal bitch so i can keep this going for our entire campaign (which is the ravenloft campaign 6-10 and The Shackled City campaign 1-20) I have a couple of Spell Ideas currently and i want to run them by the community to see what they think Give me your thoughts on each spell and what i should change to make the spell work.
Trial Spell 1
Eye of Flame
Spell lvl 3 Evocation/Conjuration
Duration 1rnd/lvl
Range 25ft
Casting Time 1 Standard Action
Saving Throw Reflex Partial
Effect Magical Eye
You create a visibile orb that creates the ray effect of ray of flame spell. This orb cannot move and it can only fire at a range of 25ft. The orb has 18 hp and an ac of 20. You can make the orb fire the ray of flame spell as a swift action using your caster level to determine damage only (dc of added effect remains 15 ref).
Spell Trial 3
Lights Embrace
Lvl 4 Spell
Evocation
Casting Time 1 Standard
Range Self
Area 30ft radius
Duration 1 min/lvl
Saving Throw Will
Spell Resist yes
You begin to emit light from your body that extends to 30ft. this light acts as regular light at 30ft and low light at an additional 30ft.
if an undead or evil outsider is within the regular light created by the spell they take 1d6/2 caster levels in damage every round.
Trial Spell 4
Lightining shield
Spell level 3
Evocation
casting time 1 min
Range close
Area See text
Duration 24 hours (D)
Saving throw Ref See Text
Spell Resistance yes
Create a sphere around a 5ft sqr/lvl using daggers as the points. You place 3 daggers per 5ft sqr surrounding the area that you wish to cover leaving no two areas unconnected to each other. Each time a creature attempts to enter the area they make a reflex save or take 1d12/lvl in Electric damage as the barrier shocks them, prevents their movement, and destroys one dagger in the circle. After all the daggers have been destroyed or the duration has elapsed the spell ends.
to let you know Yes you do have to carry around a dagger for each charge that you have to use and you do have to use 3 daggers per 5 ft square that you wish to envelope but all the squares must be conjoined in order for the spell to work, tho you can cover a single square in all the daggers that you wish to give the spell more charges in a smaller area if you don't want to protect anyone but yourself.
I know this seems like a lot of daggers for a single spell but you are getting 1d12 damage per level out of each dagger. the spell components are high cost in weight allowing me reason to keep the spell level lower because carrying around 30 daggers is annoying at level 10 and if i didnt do something then i would have to bump this spell up to around a 5th level spell and right now im trying to keep the spells between levels 1-3.
Trial spell 5
Draining Protection Greater
Necromancy
Level 5 Spell
Standard action
Ray
Fortitude Negates
Range close
Spell Resistance yes
Fire a ray out of your finger into an enemy and deal 1d4 points of constitution damage. what ever health was lost from this constitution damage is gained as temporary hit points that last 1 minute/level.
If this spell would to be prepared in a higher spell slot for any reason (metamagic ect.) then it instead deals 1d4 points of con damage per 2 spell levels minus 3 of the slot this spell was prepared in (or cast from if a sorcerer spell)
Trial Spell 6
Internal Cascade Greater
Necromancy
Level 5 Spell
Ray
Range Close
Fortitude Negates
Area 30ft burst
Spell Resistance yes
You fire a ray of death at a target dealing 4 points of constitution damage (fort negate) if the target fails his save then everything that person considers an ally within 30ft burst also makes a fortitude save or take 2 points of constitution damage.
If this spell were to be prepared in a spell slot higher than 5th for any reason then it instead deals damage equivalent to its spell level minus 1 to the initial creature and half that con damage to surrounding creatures.
So this spell might seem more appropriate for its level simply because it is a level 5 spell and the scaling is a lot better because it has a cap of 8 con damage as a level 9 spell which isn't that good all things considered. The damage to the initial creature is really detrimental but will not destroy all surrounding creatures in the same manner meaning you can't simply use the spell to walk in and down an encounter. I know preparing the spell multiple times will make the spell more effective, but it is high enough level that you can't just put it in a wand and repeat use.
Trial spell 7
Lesser Draining Protection
Necromancy
Level 2
Standard action
Ray
Close
Fortitude negates
Spell resistance yes
Fire a ray out of your hand at a creature forcing them to make a fortitude save or take 1d4 points of constitution damage. When the damage is dealt the caster gains 5 temporary hitpoints per point of constitution damage dealt lasting 1 minute per level.
I feel like this spell is appropriate for a caster of 3rd to 8th level and stays within the confines of second level spells simply because of aiming and save along with small amount of ability damage. level 3 this spell will be powerful as i expect your level 3 wizard to have around 17 hit points and on a max roll gain 20 hp from this spell. The average cr 3 encounter is going to deal around 2d6 damage if a single creature and more if multiple creatures. now on a max roll 2d6 plus effects or extra damage ranging from 1-7 (ankheg is 2d6+7 plus 1d4 acid) will down that 17 hp wizard in a single shot but if you take this spell then you can take 2 hits before going down making your wizard a little more durable, but not giving him so much that he can simply take the place of the fighter for more than a single round without having to back off to reapply spells.
With trial spell number 5 added ability we will just have it add damage per spell level at "1d4 damage per 2 spell levels minus 3" this doesn't fix any balancing issues with casters that use other resources to cast metamagics onto spells such as the ultimate magus ability to burn sorcerer slots to apply metamagics to a spell. the reason i make this point is because the ultimate magus could apply a +2-4 metamagic to this allowing them to gain the benefits of the spell but also apply more metamagics making the spell really work the 9th level slot that you would spend. So if you have this spell and apply quicken to it to make it a 9th level spell you deal 3d4 con damage. Then you can maximize empower with your ultimate magus ability so you deal 18 points of con damage and gain tons of hp that you can use to shield yourself. there really is no way for me to fix this spell for classes like that, but what you can try is simply making it a higher level spell to disallow things like this to affect your game.
Trial spell 8
Lesser Internal Cascade
Necromancy
Level 3
Close
Area 5ft/lvl burst
Ray
Fortitude Negate
Spell resistance yes
You fire a ray at your target forcing them to make a fortitude save or take 2 points of constitution damage. On a failed save all allies of the target within a 5ft/lvl burst take health lost from con damage.
This spell seems to be more specd to its level because you can target the large enemy in the room and make large amounts of hd to your advantage, but its no so much damage that if you do fight a boss monster that is a cr 12 retard hd creature you take out anything that is equivalent to its hd. You deal similar damage to all creatures but only initial creature actually takes the added affects of con loss. The spell might not be as powerful as a good ol fireball at level 5-6, but it will scale better in the late game and have a nice usage when fighting high hd creatures that are surrounded by low hd minions like a dragon with a goblin horde. i don't know if i want to lower the level of the spell to level 2 so I'll just stay safe and leave this as a level 3 spell for now.
Trial Spell 9
Rough Passage
Transmutation
Level 1 spell
Range Close
Area 10ft + 5ft/2lvl square
1Rnd/lvl
No save
No spell resist
Create rough terrain from natural terrain or worked stone within a 30ft square for 1 minute per level
i enjoy this spell, but i don't really know what level to make it. My dm brought up a decent point that rough terrain sucks, but if i make this a level 2 spell then it's just a meh web spell. So a friend suggested that i lower the effective range and area to make it a level 1 spell and i think it works the way that he suggested. It is good enough that someone early levels can jump over it with a good check, but it isn't web.
Trial spell 10
Fire Grenade
Conjuration (Fire)
Level 2
Range Close
Area 10ft + 5ft/lvl burst
Save Reflex partial
Spell Resistance yes
Throw a fire grenade into a square dealing 1d6 + 1/2 lvl points of fire damage forcing all within the square to make a reflex save or catch fire taking 1d6 damage per round for 1rnd/lvl
This spell is decent for its level because of the factor of swarms. The spell does well against high enemy number encounters but I don't believe that it is to much more powerful than a burning hands.
Trial spell 11
Superior Daze
Enchantment (Compulsion)
Range Medium
Area 25ft + 5ft/2 lvl Burst
Duration 1 Round
Saving Throw Will Negate
Spell Resist yes
Daze all creatures within a 25ft +5ft/2lvl burst for 1 round of 3 HD/ lvl max of 15 hd
This doesn't seem more powerful than sleep, but because daze makes you drop all weapons it's still good to have if you go for compulsion caster. Daze is a 0 level spell that only affects 4hd of creatures and i really don't like Daze Monster just because it doesn't allow daze to scale much beyond its level making this kind of compulsion fall off quickly. The spell is more powerful than its counterparts, but I don't think that it quite makes mid 3rd level spells.
Jedipotter trial spell 1
Bright Sphere
Level 2 Spell
Evocation (light)
Range Touch
Area 30ft
Duration 1min/lvl
Save Will Negate
Spell Resist yes
Touch something and it emanates a sphere of light that extends to 30ft and creates 30ft low light beyond its limits. All undead and Evil outsiders take 1d12 points of damage per round within the sphere. At 5th caster level As a move action the caster can focus the light to a specific point or on a specific undead or evil outsider dealing 1d6 positive energy damage per level per round to that specific creature only. Doing this negates damage per round that would be dealt to surrounding creatures but does not lower vision within the sphere or the surrounding lowlight. The caster can only focus the light once per 5 levels for one round each focus while the spell is active.
so here is a slightly modified version of JediPotter's version of the light spell i created. I made some changes to it allowing lowlight outside of the sphere and adding no cap to the spell. The reason i added the lowlight is just because I'm in a campaign right now were not having darkvision at level 1 hurts so much that it means you can't see in any dungeon. This made me realize that dungeons arn't going to be lit normally and shouldn't be lit unless a creature that requires light is within the dungeon making low light and regular vision races less effective as a whole simply because they didn't possess darkvision. The reason that i uncapped the number of focuses is because if you are a 25th level caster and you cast a spell there shouldn't be a limit to you at all. because the number of focuses are so small i can get away with not caping it and because the number doesn't exceed 1/5th your level it only makes it slightly more effective than other spells of its level at epic levels.
Trial spell 12
Muscle Jolt
Evocation (electric)
Spell level 3
Range Close
Ray
Save no save
Spell resistance yes
Make a ranged touch attack as an immediate action against an enemy if successful you deal 1 point of electric damage per level and tense all the muscles in the casters body forcing them to make a concentration check of 10 + Damage dealt. Max Concentration check of 20
I read this spell in a book apart of the night angel series where a guy shot out a jolt of electricity to make a spell caster flinch and fail his casting. I thought it was a cool looking spell and thematically it sounds cool to shoot lightning out of our finger deal a small amount of damage and make someone flinch while casting ill have a higher level version of this as a level 5 spell just because wands can get stupid if given to much.
Trial Spell 13
Greater Muscle Jolt
Evocation (Electric)
Spell Level 5
Range Medium
Ray
Save No Save
Spell Resistance yes
As an immediate action make a ranged touch attack and if successful deal 1d6/2lvl in damage. If a caster attempts to cast a spell within 1 rnd/2lvl after being hit by this spell they must make a concentration check of 10 + damage dealt no greater than 10 + lvl or fail to cast the spell.
This might be a level 6 spell but no greater than that. it makes for a good level 5 spell simply because celerity is also at level 5 and you could use celerity to do something like this anyway if it is prepared. With the celerity spell you could do a lot more than what is shown but this has the added benefit of not having to worry about that silly daze on next round.
Trial Spell 1
Eye of Flame
Spell lvl 3 Evocation/Conjuration
Duration 1rnd/lvl
Range 25ft
Casting Time 1 Standard Action
Saving Throw Reflex Partial
Effect Magical Eye
You create a visibile orb that creates the ray effect of ray of flame spell. This orb cannot move and it can only fire at a range of 25ft. The orb has 18 hp and an ac of 20. You can make the orb fire the ray of flame spell as a swift action using your caster level to determine damage only (dc of added effect remains 15 ref).
Spell Trial 3
Lights Embrace
Lvl 4 Spell
Evocation
Casting Time 1 Standard
Range Self
Area 30ft radius
Duration 1 min/lvl
Saving Throw Will
Spell Resist yes
You begin to emit light from your body that extends to 30ft. this light acts as regular light at 30ft and low light at an additional 30ft.
if an undead or evil outsider is within the regular light created by the spell they take 1d6/2 caster levels in damage every round.
Trial Spell 4
Lightining shield
Spell level 3
Evocation
casting time 1 min
Range close
Area See text
Duration 24 hours (D)
Saving throw Ref See Text
Spell Resistance yes
Create a sphere around a 5ft sqr/lvl using daggers as the points. You place 3 daggers per 5ft sqr surrounding the area that you wish to cover leaving no two areas unconnected to each other. Each time a creature attempts to enter the area they make a reflex save or take 1d12/lvl in Electric damage as the barrier shocks them, prevents their movement, and destroys one dagger in the circle. After all the daggers have been destroyed or the duration has elapsed the spell ends.
to let you know Yes you do have to carry around a dagger for each charge that you have to use and you do have to use 3 daggers per 5 ft square that you wish to envelope but all the squares must be conjoined in order for the spell to work, tho you can cover a single square in all the daggers that you wish to give the spell more charges in a smaller area if you don't want to protect anyone but yourself.
I know this seems like a lot of daggers for a single spell but you are getting 1d12 damage per level out of each dagger. the spell components are high cost in weight allowing me reason to keep the spell level lower because carrying around 30 daggers is annoying at level 10 and if i didnt do something then i would have to bump this spell up to around a 5th level spell and right now im trying to keep the spells between levels 1-3.
Trial spell 5
Draining Protection Greater
Necromancy
Level 5 Spell
Standard action
Ray
Fortitude Negates
Range close
Spell Resistance yes
Fire a ray out of your finger into an enemy and deal 1d4 points of constitution damage. what ever health was lost from this constitution damage is gained as temporary hit points that last 1 minute/level.
If this spell would to be prepared in a higher spell slot for any reason (metamagic ect.) then it instead deals 1d4 points of con damage per 2 spell levels minus 3 of the slot this spell was prepared in (or cast from if a sorcerer spell)
Trial Spell 6
Internal Cascade Greater
Necromancy
Level 5 Spell
Ray
Range Close
Fortitude Negates
Area 30ft burst
Spell Resistance yes
You fire a ray of death at a target dealing 4 points of constitution damage (fort negate) if the target fails his save then everything that person considers an ally within 30ft burst also makes a fortitude save or take 2 points of constitution damage.
If this spell were to be prepared in a spell slot higher than 5th for any reason then it instead deals damage equivalent to its spell level minus 1 to the initial creature and half that con damage to surrounding creatures.
So this spell might seem more appropriate for its level simply because it is a level 5 spell and the scaling is a lot better because it has a cap of 8 con damage as a level 9 spell which isn't that good all things considered. The damage to the initial creature is really detrimental but will not destroy all surrounding creatures in the same manner meaning you can't simply use the spell to walk in and down an encounter. I know preparing the spell multiple times will make the spell more effective, but it is high enough level that you can't just put it in a wand and repeat use.
Trial spell 7
Lesser Draining Protection
Necromancy
Level 2
Standard action
Ray
Close
Fortitude negates
Spell resistance yes
Fire a ray out of your hand at a creature forcing them to make a fortitude save or take 1d4 points of constitution damage. When the damage is dealt the caster gains 5 temporary hitpoints per point of constitution damage dealt lasting 1 minute per level.
I feel like this spell is appropriate for a caster of 3rd to 8th level and stays within the confines of second level spells simply because of aiming and save along with small amount of ability damage. level 3 this spell will be powerful as i expect your level 3 wizard to have around 17 hit points and on a max roll gain 20 hp from this spell. The average cr 3 encounter is going to deal around 2d6 damage if a single creature and more if multiple creatures. now on a max roll 2d6 plus effects or extra damage ranging from 1-7 (ankheg is 2d6+7 plus 1d4 acid) will down that 17 hp wizard in a single shot but if you take this spell then you can take 2 hits before going down making your wizard a little more durable, but not giving him so much that he can simply take the place of the fighter for more than a single round without having to back off to reapply spells.
With trial spell number 5 added ability we will just have it add damage per spell level at "1d4 damage per 2 spell levels minus 3" this doesn't fix any balancing issues with casters that use other resources to cast metamagics onto spells such as the ultimate magus ability to burn sorcerer slots to apply metamagics to a spell. the reason i make this point is because the ultimate magus could apply a +2-4 metamagic to this allowing them to gain the benefits of the spell but also apply more metamagics making the spell really work the 9th level slot that you would spend. So if you have this spell and apply quicken to it to make it a 9th level spell you deal 3d4 con damage. Then you can maximize empower with your ultimate magus ability so you deal 18 points of con damage and gain tons of hp that you can use to shield yourself. there really is no way for me to fix this spell for classes like that, but what you can try is simply making it a higher level spell to disallow things like this to affect your game.
Trial spell 8
Lesser Internal Cascade
Necromancy
Level 3
Close
Area 5ft/lvl burst
Ray
Fortitude Negate
Spell resistance yes
You fire a ray at your target forcing them to make a fortitude save or take 2 points of constitution damage. On a failed save all allies of the target within a 5ft/lvl burst take health lost from con damage.
This spell seems to be more specd to its level because you can target the large enemy in the room and make large amounts of hd to your advantage, but its no so much damage that if you do fight a boss monster that is a cr 12 retard hd creature you take out anything that is equivalent to its hd. You deal similar damage to all creatures but only initial creature actually takes the added affects of con loss. The spell might not be as powerful as a good ol fireball at level 5-6, but it will scale better in the late game and have a nice usage when fighting high hd creatures that are surrounded by low hd minions like a dragon with a goblin horde. i don't know if i want to lower the level of the spell to level 2 so I'll just stay safe and leave this as a level 3 spell for now.
Trial Spell 9
Rough Passage
Transmutation
Level 1 spell
Range Close
Area 10ft + 5ft/2lvl square
1Rnd/lvl
No save
No spell resist
Create rough terrain from natural terrain or worked stone within a 30ft square for 1 minute per level
i enjoy this spell, but i don't really know what level to make it. My dm brought up a decent point that rough terrain sucks, but if i make this a level 2 spell then it's just a meh web spell. So a friend suggested that i lower the effective range and area to make it a level 1 spell and i think it works the way that he suggested. It is good enough that someone early levels can jump over it with a good check, but it isn't web.
Trial spell 10
Fire Grenade
Conjuration (Fire)
Level 2
Range Close
Area 10ft + 5ft/lvl burst
Save Reflex partial
Spell Resistance yes
Throw a fire grenade into a square dealing 1d6 + 1/2 lvl points of fire damage forcing all within the square to make a reflex save or catch fire taking 1d6 damage per round for 1rnd/lvl
This spell is decent for its level because of the factor of swarms. The spell does well against high enemy number encounters but I don't believe that it is to much more powerful than a burning hands.
Trial spell 11
Superior Daze
Enchantment (Compulsion)
Range Medium
Area 25ft + 5ft/2 lvl Burst
Duration 1 Round
Saving Throw Will Negate
Spell Resist yes
Daze all creatures within a 25ft +5ft/2lvl burst for 1 round of 3 HD/ lvl max of 15 hd
This doesn't seem more powerful than sleep, but because daze makes you drop all weapons it's still good to have if you go for compulsion caster. Daze is a 0 level spell that only affects 4hd of creatures and i really don't like Daze Monster just because it doesn't allow daze to scale much beyond its level making this kind of compulsion fall off quickly. The spell is more powerful than its counterparts, but I don't think that it quite makes mid 3rd level spells.
Jedipotter trial spell 1
Bright Sphere
Level 2 Spell
Evocation (light)
Range Touch
Area 30ft
Duration 1min/lvl
Save Will Negate
Spell Resist yes
Touch something and it emanates a sphere of light that extends to 30ft and creates 30ft low light beyond its limits. All undead and Evil outsiders take 1d12 points of damage per round within the sphere. At 5th caster level As a move action the caster can focus the light to a specific point or on a specific undead or evil outsider dealing 1d6 positive energy damage per level per round to that specific creature only. Doing this negates damage per round that would be dealt to surrounding creatures but does not lower vision within the sphere or the surrounding lowlight. The caster can only focus the light once per 5 levels for one round each focus while the spell is active.
so here is a slightly modified version of JediPotter's version of the light spell i created. I made some changes to it allowing lowlight outside of the sphere and adding no cap to the spell. The reason i added the lowlight is just because I'm in a campaign right now were not having darkvision at level 1 hurts so much that it means you can't see in any dungeon. This made me realize that dungeons arn't going to be lit normally and shouldn't be lit unless a creature that requires light is within the dungeon making low light and regular vision races less effective as a whole simply because they didn't possess darkvision. The reason that i uncapped the number of focuses is because if you are a 25th level caster and you cast a spell there shouldn't be a limit to you at all. because the number of focuses are so small i can get away with not caping it and because the number doesn't exceed 1/5th your level it only makes it slightly more effective than other spells of its level at epic levels.
Trial spell 12
Muscle Jolt
Evocation (electric)
Spell level 3
Range Close
Ray
Save no save
Spell resistance yes
Make a ranged touch attack as an immediate action against an enemy if successful you deal 1 point of electric damage per level and tense all the muscles in the casters body forcing them to make a concentration check of 10 + Damage dealt. Max Concentration check of 20
I read this spell in a book apart of the night angel series where a guy shot out a jolt of electricity to make a spell caster flinch and fail his casting. I thought it was a cool looking spell and thematically it sounds cool to shoot lightning out of our finger deal a small amount of damage and make someone flinch while casting ill have a higher level version of this as a level 5 spell just because wands can get stupid if given to much.
Trial Spell 13
Greater Muscle Jolt
Evocation (Electric)
Spell Level 5
Range Medium
Ray
Save No Save
Spell Resistance yes
As an immediate action make a ranged touch attack and if successful deal 1d6/2lvl in damage. If a caster attempts to cast a spell within 1 rnd/2lvl after being hit by this spell they must make a concentration check of 10 + damage dealt no greater than 10 + lvl or fail to cast the spell.
This might be a level 6 spell but no greater than that. it makes for a good level 5 spell simply because celerity is also at level 5 and you could use celerity to do something like this anyway if it is prepared. With the celerity spell you could do a lot more than what is shown but this has the added benefit of not having to worry about that silly daze on next round.