Roythebattousai
2008-08-04, 06:35 PM
I'm a Level 8 Cleric, so I can only use 4th level spells right now.
Keep in mind that I've really only just started D&D, and I really don't know that much about it.
Magma Mind
Conjuration
Level: Cleric 4
Casting Time: 1 standard action
Area: Lvl 8-9, Touch. All levels after 9, 10 ft + 5 ft/lvl
Target: One creature
Duration: 3 turns
Saving Throw: Wisdom (read text)
Spell Resistance: No
A snap of the fingers after reciting the words of old, "Ego recolligo incendias ex abyssum percellere malum," conjures an "imaginary," non-lethal ball of molten magma in the center of the target's brain. The target kneels down, writing in pain, but is not harmed by it. He suffers severe, brain melting headaches for 3 turns, keeping him from completing any rational thoughts or actions. If the target has a Wis score of at least half of the caster's Wis score, then he can roll a saving throw and try to force himself to realize that it is not real. At any time, this spell can be dispelled by any normal dispelling means, if detected.
Magma Mind Burst
Alteration
Level: Cleric 4
Casting Time: 1 standard action
Area: Lvl 8-9, Touch. All levels after 9, 10 ft + 5 ft/lvl
Target: One creature
Duration: 3 turns
Saving Throw: None
Spell Resistance: No
In order for the cleric to cast this spell, he must sacrifice his own blood, or the blood of any holy creature, pouring/dripping it on a holy object of his deity.
A second snap of the fingers (with the first spell, Magma Mind, already active) causes the ball of magma to assume reality, slowly. In the first turn of birth, simply heats up, causing 1d4 damage to the victim, and permanently damaging the victims intelligence by 1. On the second turn, it becomes searing, dealing 4d4 additional damage to the victim, and 1 additional permanent intelligence damage. On the third turn, the ball explodes into fiery chunks of molten rock, dealing 6d10 damage, and 1d4 permanent intelligence damage. If the victim dies, his head explodes. If the target lives, he is simply incapacitated for one more turn. At any time, this spell can be dispelled by any normal dispelling means.
My DM has allowed me to create those, And I'd say they're pretty powerful as it is... but... I'm a powerthirsty sonofagun.
Can you guys find any ways to sneak in and milk a little bit more power out of the spells?
I thought about changing the spell level, thus doing more damage... but.....
Then I wouldn't be able to use it for longer. But If you guys can think of any good advancements that would make it worth it... that'd be great.
Keep in mind that I've really only just started D&D, and I really don't know that much about it.
Magma Mind
Conjuration
Level: Cleric 4
Casting Time: 1 standard action
Area: Lvl 8-9, Touch. All levels after 9, 10 ft + 5 ft/lvl
Target: One creature
Duration: 3 turns
Saving Throw: Wisdom (read text)
Spell Resistance: No
A snap of the fingers after reciting the words of old, "Ego recolligo incendias ex abyssum percellere malum," conjures an "imaginary," non-lethal ball of molten magma in the center of the target's brain. The target kneels down, writing in pain, but is not harmed by it. He suffers severe, brain melting headaches for 3 turns, keeping him from completing any rational thoughts or actions. If the target has a Wis score of at least half of the caster's Wis score, then he can roll a saving throw and try to force himself to realize that it is not real. At any time, this spell can be dispelled by any normal dispelling means, if detected.
Magma Mind Burst
Alteration
Level: Cleric 4
Casting Time: 1 standard action
Area: Lvl 8-9, Touch. All levels after 9, 10 ft + 5 ft/lvl
Target: One creature
Duration: 3 turns
Saving Throw: None
Spell Resistance: No
In order for the cleric to cast this spell, he must sacrifice his own blood, or the blood of any holy creature, pouring/dripping it on a holy object of his deity.
A second snap of the fingers (with the first spell, Magma Mind, already active) causes the ball of magma to assume reality, slowly. In the first turn of birth, simply heats up, causing 1d4 damage to the victim, and permanently damaging the victims intelligence by 1. On the second turn, it becomes searing, dealing 4d4 additional damage to the victim, and 1 additional permanent intelligence damage. On the third turn, the ball explodes into fiery chunks of molten rock, dealing 6d10 damage, and 1d4 permanent intelligence damage. If the victim dies, his head explodes. If the target lives, he is simply incapacitated for one more turn. At any time, this spell can be dispelled by any normal dispelling means.
My DM has allowed me to create those, And I'd say they're pretty powerful as it is... but... I'm a powerthirsty sonofagun.
Can you guys find any ways to sneak in and milk a little bit more power out of the spells?
I thought about changing the spell level, thus doing more damage... but.....
Then I wouldn't be able to use it for longer. But If you guys can think of any good advancements that would make it worth it... that'd be great.