Eneder
2014-12-20, 06:40 PM
Note: the first spell written out here is the level 1 version. For higher levels, everything's the same except for the amount of critters summoned. See the tables below.
Summon Critter (Conjuration)
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level + 2 rounds
Saving Throw: None
Spell Resistance: No
This spells summons a critter. It appears where you designate and acts immediately, on your turn.
It is unable to attack, but is able to any other action the creature could take. If you can communicate with the creature, you can direct it slightly. Most of its actions will still depend on its instinct. The spell conjures one of the creatures from the list below. You choose which kind of critter to summon and you can change that choice each time you cast the spell. Each of these creatures has 1hp and an Armor Class of 10 + their size modifier. Creatures cannot be summoned into an environment that cannot support them.
Arcane Focus: A tiny bag and a small (not necessarily lit) candle.
Name Size
Chipmunk Diminutive
Duck Diminutive
Dung Beetle Fine
Frog Diminutive
Hare Diminutive
Kitten Diminutive
Marmot Diminutive
Mouse Diminutive
Pigeon Diminutive
Puppy Diminutive
Rabbit Diminutive
Rat Diminutive
Roach Diminutive
Squirrel Diminutive
Level Amount of critters
1 1
2 1d3+1
3 1d3+2
4 1d4+3
5 1d4+4
6 1d6+5
7 1d6+6
8 1d8+7
9 1d8+8
Sword Dance (Transmutation)
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One flying sword + one/2 caster levels (maximum five swords at level 9)
Duration: Concentration, up to 3 rounds
Saving Throw: None
Spell Resistance: No
With the last gesture, you touch the handle of your marked weapons as they fly out in front of you.
When you cast this spell, you animate several swords, that fly about and you can control. You can animate one sword plus one sword per two caster levels. Each of these swords have to be marked with your Arcane Mark. The swords originate from your square and first move to the adjacent squares (first in front and besides you, then behind you), moving at a fly speed of 40 feet with perfect maneuverability. Each round on your action, as a standard action, each sword can be commanded to do one of three things.
Attack: A sword can be commanded to move to a square adjacent to and opponent and attack. This attack deals as weapon damage and uses your base attack bonus plus your relevant spellcasting ability modifier (Intelligence for wizards, Charisma for sorcerers) as its attack bonus.
Guard: A sword can be commanded to move to an designated location and ready an attack against the first enemy to move into its threatening squares.
Defend: A sword can be commanded to move into your square and give you a +2 deflection bonus on your AC until the start of your next turn. The deflection bonus of multiple swords defending stacks.
When the spell ends, the swords fall to the ground.
Material Component: an amount of swords marked by Arcane Mark
Both of these spells are for NPC's, but I'd like them to be as balanced as possible.
Short reasoning for both spells.
Summon Critter: They keywords I was thinking of when messing with this spell was "kitten wizard". It's "useful" in noncombat situations where you have to mesmerize some kids or some easy distracted people. Could also be a good bargaining chip. The list of critters is just to make sure that you're not stuch with "Summon Kitten" which sounds cool, but is too limited to be a spell IMO.
Sword Dance: I like the idea of a wizard (or another class, but I just seem to be preoccupied with wizards when it comes to magic) being able to animate a bunch of swords and attack with them at a distance. The reason I added the Arcane Mark mechanic is to make stealing someone else's weapon harder and because I feel like Arcane Mark should have more combos than just being magical graffiti.
Summon Critter (Conjuration)
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level + 2 rounds
Saving Throw: None
Spell Resistance: No
This spells summons a critter. It appears where you designate and acts immediately, on your turn.
It is unable to attack, but is able to any other action the creature could take. If you can communicate with the creature, you can direct it slightly. Most of its actions will still depend on its instinct. The spell conjures one of the creatures from the list below. You choose which kind of critter to summon and you can change that choice each time you cast the spell. Each of these creatures has 1hp and an Armor Class of 10 + their size modifier. Creatures cannot be summoned into an environment that cannot support them.
Arcane Focus: A tiny bag and a small (not necessarily lit) candle.
Name Size
Chipmunk Diminutive
Duck Diminutive
Dung Beetle Fine
Frog Diminutive
Hare Diminutive
Kitten Diminutive
Marmot Diminutive
Mouse Diminutive
Pigeon Diminutive
Puppy Diminutive
Rabbit Diminutive
Rat Diminutive
Roach Diminutive
Squirrel Diminutive
Level Amount of critters
1 1
2 1d3+1
3 1d3+2
4 1d4+3
5 1d4+4
6 1d6+5
7 1d6+6
8 1d8+7
9 1d8+8
Sword Dance (Transmutation)
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One flying sword + one/2 caster levels (maximum five swords at level 9)
Duration: Concentration, up to 3 rounds
Saving Throw: None
Spell Resistance: No
With the last gesture, you touch the handle of your marked weapons as they fly out in front of you.
When you cast this spell, you animate several swords, that fly about and you can control. You can animate one sword plus one sword per two caster levels. Each of these swords have to be marked with your Arcane Mark. The swords originate from your square and first move to the adjacent squares (first in front and besides you, then behind you), moving at a fly speed of 40 feet with perfect maneuverability. Each round on your action, as a standard action, each sword can be commanded to do one of three things.
Attack: A sword can be commanded to move to a square adjacent to and opponent and attack. This attack deals as weapon damage and uses your base attack bonus plus your relevant spellcasting ability modifier (Intelligence for wizards, Charisma for sorcerers) as its attack bonus.
Guard: A sword can be commanded to move to an designated location and ready an attack against the first enemy to move into its threatening squares.
Defend: A sword can be commanded to move into your square and give you a +2 deflection bonus on your AC until the start of your next turn. The deflection bonus of multiple swords defending stacks.
When the spell ends, the swords fall to the ground.
Material Component: an amount of swords marked by Arcane Mark
Both of these spells are for NPC's, but I'd like them to be as balanced as possible.
Short reasoning for both spells.
Summon Critter: They keywords I was thinking of when messing with this spell was "kitten wizard". It's "useful" in noncombat situations where you have to mesmerize some kids or some easy distracted people. Could also be a good bargaining chip. The list of critters is just to make sure that you're not stuch with "Summon Kitten" which sounds cool, but is too limited to be a spell IMO.
Sword Dance: I like the idea of a wizard (or another class, but I just seem to be preoccupied with wizards when it comes to magic) being able to animate a bunch of swords and attack with them at a distance. The reason I added the Arcane Mark mechanic is to make stealing someone else's weapon harder and because I feel like Arcane Mark should have more combos than just being magical graffiti.