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  1. - Top - End - #1
    Ogre in the Playground
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    Default Strange spells from a bored mind

    I was feeling bored, so just out of sheer boredom I created these spells. Though the question is, are they useable?

    Lesser Safeground

    Abjuration [Good]

    Level: Sanctified 3
    Components: V, S, Sacrifice
    Casting time: 1 standard action
    Range: Personal
    Target: One square 5x5 feet.
    Duration: 10 minutes/level
    Saving Throw: None
    Spell Resistance: No

    Holy energy fills the ground beneath the caster. This holy ground makes good aligned characters who stand on it take half damage as long as they do not perform any action that would break an invisibility spell. If they do, the safeground has no effect on them for one minute. The holy ground has no effect on Neutral or Evil characters and sheds light like a Light spell. Any concealment from invisibility is negated by those who stand on a safeground but the spell itself is not negated. The magic is bound to the ground itself and does not move with the caster.

    Sacrifice: 1d2 con damage

    Safeground

    Abjuration [Good]

    Level: Sanctified 6
    Components: V, S, Sacrifice
    Casting time: 1 standard action
    Range: Personal
    Target: One square 15x15 feet.
    Duration: 10 minutes/level
    Saving Throw: None
    Spell Resistance: No

    Holy energy fills the ground beneath the caster. This holy ground makes good aligned characters who stand on it take half damage as long as they do not perform any action that would break an invisibility spell. If they do, the safeground has no effect on them for one minute. The holy ground has no effect on Neutral or Evil characters and sheds light like a Light spell. Any concealment from invisibility is negated by those who stand on a safeground but the spell itself is not negated. The magic is bound to the ground itself and does not move with the caster.

    Sacrifice: 1d4 con damage

    Greater Safeground

    Abjuration [Good]

    Level: Sanctified 9
    Components: V, S, Sacrifice
    Casting time: 1 standard action
    Range: Personal
    Target: One square 30x30 feet.
    Duration: 10 minutes/level
    Saving Throw: None
    Spell Resistance: No

    Holy energy fills the ground beneath the caster. This holy ground makes good aligned characters who stand on it take half damage as long as they do not perform any action that would break an invisibility spell. If they do, the safeground has no effect on them for one minute. The holy ground has no effect on Neutral or Evil characters and sheds light like a Light spell. Any concealment from invisibility is negated by those who stand on a safeground but the spell itself is not negated. The magic is bound to the ground itself and does not move with the caster.

    Sacrifice: 1d6 con damage

    Crushing Light

    Evocation [Good]

    Level: Scantified 9
    Components: V, S, Sacrifice
    Casting time: 1 standard action
    Range: See text
    Target: See text
    Duration: 1 round per level or until discharged
    Saving Throw: None
    Spell Resistance: No

    This spell calls upon holy energy surrounding the caster. All safeground squares in a 15 foot radius around the caster is immediately consumed to give power to the spell. For each 5x5 square of safeground consumed the spell creates a searing orb of light that swirls around the casters head. The caster can use these magic orbs as ranged weapons as a full round action. To succeed, the caster must suceed on a ranged touch attack. Each orb deals no damage to good characters, 10 damage to neutral characters and 20 damage to evil characters. The orbs of light are created of pure goodness and can't be dispelled, counterspelled, is unaffected by an antimagic field and affects creatures on the etheral plane.

    Sacrifice: 1d4 str and dex damage.

  2. - Top - End - #2
    Ogre in the Playground
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    Default Re: Strange spells from a bored mind

    And here comes yet another new spell. I hope this one is more intresting than the last one.

    Rise of the Martyr

    Necromancy [good]

    Level: Sanctified 8
    Components: V, S, M, Sacrifice, Location, Abstinence.
    Casting time: 10 minutes
    Range: Touch
    Target: One symbolic rose touched.
    Duration: Instantaneous
    Saving Throw: None (see text)
    Spell Resistance: Yes (harmless)

    Reciting the deed of martyrdom, this spell returns life to a good creature who sacrificed itself for a good cause. Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of level (or Constitution points) or prepared spells. Rise of the Martyr can even revive someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. This spell can also resurrect elementals or outsiders, but it canít resurrect constructs or undead creatures. The creature cannot have been dead for more than one year. The spell do not require the body of the martyr, only at least one drop of blood that once belonged to the martyr.

    Material Component: A white rose, blessed by "Protection from Evil" for the duration of the spell and coloured red with the blood of the martyr and the blood of the one who casts the spell (if the martyr or the caster doesn't have blood, a ground piece of the body or other bodily fluids can be substituted) and diamond dust worth at least 5000 gp sprinkled over the rose. A vial of holy water and five pounds of silver worth 25 gp.

    Location: A holy hallowed area.

    Sacrifice: 1d4+1 points of intelligence, wisdom and charisma damage.

    Abstinence: The caster must abstain from casting necromancy spells for a month before casting this spell.

  3. - Top - End - #3
    Ogre in the Playground
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    Default Re: Strange spells from a bored mind

    Nicely worked out!

    A few questions (and my own opinion to go with each):
    Do the Safeground areas move with the caster? (I'd say "no")

    Can a person act to break the protection, leave the area then return and have the protection again? (I'd say "no protection for 10 rounds" or similar)

    Is the Con sacrifice really necessary? (It hurts the caster enormously!! I don't think it would be unbalanced to have the same spells with HP loss instead of Con loss if you must have a sacrifice...)

    Similarly, the sacrifices for Rise of the Martyr are huge! Can they be lower?

    All just opinion - these look like great spells that I might just ::)Steal ::) for my game...

  4. - Top - End - #4
    Ogre in the Playground
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    Default Re: Strange spells from a bored mind

    They are sanctified spells, and most all of them have some sort of sacrifice, most often ability damage. But remember that this ability damage can be cured by restoration or rest. And they are there to prevent abuse. Casting Greater Safeground and Crushing Light can take as much as 14 points of ability damage. I put them there so that you'll know that this isn't your first grade prestigidiation spell you're playing with. Perhaps the Rise of the Martyr sacrifice is big though. I might change it to 1d4.

    As for your two other questions, yes you are correct. I just forgot to write them in. Will do in a second.

  5. - Top - End - #5
    Ogre in the Playground
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    Default Re: Strange spells from a bored mind

    And now...

    Heartbreak

    Evocation [Sonic]

    Level: Sor/Wis 5
    Components: V, S, M
    Casting time: 1 standard action
    Range: 60 ft.
    Area: Line
    Duration: Instantaneous
    Saving throw: Fortitude half and Will Negates.
    Spell Resistance: Yes

    Heartbreak creates a sickenly sound, as if a heart is broken. The sound creates a sonic blast that deals 1d6 points of sonic damage per caster level (max 15d6) and sickens those who are struck by it for 1d4+1 round. A fortitude save halves the damage and a will save negates the sickening effect.

    Material component: A heart made of glass.

  6. - Top - End - #6
    Ettin in the Playground
     
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    Default Re: Strange spells from a bored mind

    It looks balanced, except that the range is too short. Maybe make it Range: Short, so it scales with level?
    Thanks to Veera for the avatar.

    I keep my stories in a blog. You should read them.

    5E Sorcerous Origin: Arcanist

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    Quote Originally Posted by ClericofPhwarrr View Post
    Dhavaer, your ideas are like candy from the sky, sprinkled lightly with cinnamon.
    Quote Originally Posted by Gwyn chan 'r Gwyll View Post
    Wow. Badass without being flashy and showy, attractive while remaining classy. Bravo Dhavaer.
    Quote Originally Posted by Psyren View Post
    ...Why do I imagine you licking your lips and rubbing your hands together?

  7. - Top - End - #7
    Ogre in the Playground
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    Default Re: Strange spells from a bored mind

    No, but I can increase the range to 60 ft. It's enough that damage scales with level. I also see that I forgot the material component and how long you are sickened. I'll get to that, after THIS SPELL...

    Red Water

    Abjuration [Evil]

    Level: Sor/Wis 3, Clr 3
    Components: V, S, M
    Casting time: 10 minutes
    Range: See text.
    Target: One evil creature drenched.
    Duration: 1 day/level (D)
    Saving throw: Will Negates (harmless)
    Spell Resistance: Yes (harmless)

    Red water twists the moral energies of a creature. The caster drenches the target in the red water created by mixing blood and tears and then places a holy symbol on the target. For the duration of the spell, the target creature reacts to magic as if it was a good aligned creature regardless of actual alignment. This means among other things that the creature isn't hedged out by a "protection from evil" spell, scans as good with a detect good and takes no damage from a Paladin's smite evil. It is almost impossible to magically detect the creatures true evil alignment. Only a true seeing effect and a detect evil effect used by the same creature at the same time can pierce the abjuration. The spell only does not prevent "detect thoughts" and does not prevent mundane means of discerning the creatures true alignment.

    Material Component: One cup of blood from an innocent child, one cup of tears from a good hearted widow and a holy symbol.

    Wee. How will the party react when that good little boy who has been "helping" them all along turns out to actually be the incredibly evil BBEG?

  8. - Top - End - #8
    Ettin in the Playground
     
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    Default Re: Strange spells from a bored mind

    I've no idea of whether that's balanced, but it's very cool.
    Thanks to Veera for the avatar.

    I keep my stories in a blog. You should read them.

    5E Sorcerous Origin: Arcanist

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    Quote Originally Posted by ClericofPhwarrr View Post
    Dhavaer, your ideas are like candy from the sky, sprinkled lightly with cinnamon.
    Quote Originally Posted by Gwyn chan 'r Gwyll View Post
    Wow. Badass without being flashy and showy, attractive while remaining classy. Bravo Dhavaer.
    Quote Originally Posted by Psyren View Post
    ...Why do I imagine you licking your lips and rubbing your hands together?

  9. - Top - End - #9
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    Griffon

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    Default Re: Strange spells from a bored mind

    Quote Originally Posted by Maryring
    And here comes yet another new spell. I hope this one is more intresting than the last one.

    Rise of the Martyr

    Necromancy [good]

    Level: Sanctified 8
    Components: V, S, M, Sacrifice
    Casting time: 10 minutes
    Range: Touch
    Target: One Martyr touched.
    Duration: Instantaneous
    Saving Throw: None (see text)
    Spell Resistance: Yes (harmless)

    Reciting the deed of martyrdom, this spell returns life to a good creature who sacrificed itself for a good cause. Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of level (or Constitution points) or prepared spells. Rise of the Martyr can even revive someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. This spell can also resurrect elementals or outsiders, but it canít resurrect constructs or undead creatures. The creature cannot have been dead for more than one year. The spell do not require the body of the martyr, only at least one drop of blood that once belonged to the martyr.

    Material Component: A white rose, coloured red with the blood of the martyr and the blood of the one who casts the spell.

    Sacrifice: 1d6 points of intelligence, wisdom and charisma damage.
    That seems way too easy. It could arguably apply to any in-combat death of a Good character, and the components are more or less free. Carry around a vial of blood for every member of your party, and they can freely throw themselves into battle without any concern for their own safety. Even if everyone else dies, you can just flee and revive them at your leasure. Heck, you could even sit outside a dungeon while everyone else charges in and confronts whatever vast evil lurks within, and if they don't return in a few days, you start the resurrections.

  10. - Top - End - #10
    Ogre in the Playground
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    Default Re: Strange spells from a bored mind

    Except, you know, the sacrifical cost and that it has to be the death of a martyr. MARTYR. Martyr does not imply only good alignment, but exalted alignment and that you died for an extremely good cause. Reckless behaviour does not grant you martyrdom. It can be easily abused with a bad DM, but a good DM would be incredibly careful with what martyrdom is. But perhaps I can even it a bit out by increasing the cost of the spell by adding some diamonds to the mix.

  11. - Top - End - #11
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    Default Re: Strange spells from a bored mind

    Hmm... If elementals can be martyrs, it doesn't make sense that a spell component is blood, a thing which elementals are lacking.
    Hoseki is a woman with a plan.
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  12. - Top - End - #12
    Bugbear in the Playground
     
    Catch's Avatar

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    Default Re: Strange spells from a bored mind

    Quote Originally Posted by Hoseki
    Hmm... If elementals can be martyrs, it doesn't make sense that a spell component is blood, a thing which elementals are lacking.
    You probably could substitue a peice of the subject's body. Though, at this point, it's just a higher-level version of True Resurection, with cheaper components, and the prerequisite death conditions. And TR works on outsiders.

    Here's an idea. The spell is supposed to be a cheap way of retuning to life someone who has died for a noble/heroic cause. Right now, it's just a cheap TR. If you wanted to continue with the Martyr theme, perhaps they could rise from the grave with bonuses, renewed vigor with which to combat evil. Something like +2 to one ability score. Abuse could be avoided by giving it a duration of a few days, and since the death must be martyrdom, a player can't just rush into a mob of orcs and expect to be resurected with bonuses.
    Yotsubatar by Dr. Bath

  13. - Top - End - #13
    Ogre in the Playground
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    Default Re: Strange spells from a bored mind

    Maybe... that wasn't exactly how I thought it, but it might work...

    On the other hand, because I have way too much free time, I've created a minute by minute walkthrough for the ritual. And added a few spell components. So to begin with, here are the changes.

    The spell must be cast in a holy place affected by Hallow. You also need a vial of holy water, five pounds of silverdust and diamond dust worth 5000, not 500 as I wrote before. And another note, the Rose must be picked/cut/uprooted no more than one hour and must have had the spell "Protection from Evil" cast on it.

    And now it begins...

    Before the spell begins:
    The holy site is Hallowed, and the components are prepared. Right before the casting begins, Protection from Evil is cast on the white rose.

    1 Minute:
    The spell begins. The caster places the rose within the center of the hallowed site. Then he/she begins to chant the holy incations of the spell.

    2 Minute:
    The chanting continues and the blood of the martyr is prepared.

    3 Minute:
    The blood of the Martyr is dripped on the rose. The magic is beginning to take effect and the rose draws the blood into it's petals, getting a slightly red hue.

    4 Minute:
    The caster wounds him/herself and bleeds on the rose. The blood flows freely over the rose as it slowly begins to hover in the air. The blood sticks to the rose and does not fall to the ground. When the caster has shed enough blood, the wound immediately closes.

    5 Minute:
    The caster walks around the rose while chanting the words of the spell and performing the somatic components required.

    6 Minute:
    The caster opens the vial of holy water and pours the contents over the rose. When the last drop of holy water hits the rose, it begins to glow with a holy light.

    7 Minute:
    The caster takes the silver dust and spreads it in a circle around him/herself and the rose. The circle has a ten foot radius.

    8 Minute:
    The caster continues to speak the holy words of the ritual. Already the spell is beginning to take it's toll on the caster and she suffers one point of intelligence, wisdom and charisma damage. (Should this bring her casting ability score below the level needed to cast this spell, the spell does not end. The caster will manage to finish this spell.)

    9 Minute:
    The caster now sprinkles the diamond dust over the rose. The light emitting from the rose increases even further and becomes a glorious pillar of light that contains both itself and the caster. All creatures with evil hearts who look at the light from a distance less than ten feet per hit die of the martyr is permanently blinded.

    10 Minute:
    The sacred symbolic rose and all the components of the spell are consumed into the rose as the rose begins to reshape into the form of the martyr. When the tenth minute is up, the caster is expelled from the pillar of light far enough so that the martyr can appear, breathing once more. The caster takes no damage from the expelling, but does suffer the mental strain caused by the spell.

    And that's that. Good, bad or trash? That's up to you to decide.

  14. - Top - End - #14
    Banned
     
    SwashbucklerGuy

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    Default Re: Strange spells from a bored mind

    Good stuff Maryring, and I like, correction, I love the flavour you've written for Rise of the Martyr. I'll be stealing it for resurrection rites in my games from now on. What higher flattery (other than envelopes full of cash) is there. ;)

    Perhaps poppies or lillies (traditionally associated with funerals and the dead) might be more fitting than a rose though?

  15. - Top - End - #15
    Ogre in the Playground
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    Default Re: Strange spells from a bored min

    Where exactly is the Sanctified from? Exalted Deeds?
    Settings: Weird West
    Work in Progress: Fulcrum

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    Bugbear in the Playground
     
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    Default Re: Strange spells from a bored mind

    Yes, it's from Exalted Deeds.

    Great job on the ritual rites, it's a very nice flavor. I can see you've put a lot of thought into the spell/ritual, and it would make for some good RP'ing. (if my group would put down thier books for once)

    Great work. *high five*
    Yotsubatar by Dr. Bath

  17. - Top - End - #17
    Ogre in the Playground
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    Default Re: Strange spells from a bored mind

    Thank you. I'm glad to hear that people appreciate my work. I was tired of spells with a casting time of 1-10 minutes that always ended up as "I cast spell x". Because of that, I want to make the casting ritual more than just a "I cast spell x".

    Good stuff Maryring, and I like, correction, I love the flavour you've written for Rise of the Martyr. I'll be stealing it for resurrection rites in my games from now on. What higher flattery (other than envelopes full of cash) is there. ;)
    Really? Because it wouldn't take long to give you my adress ;)

    Perhaps poppies or lillies (traditionally associated with funerals and the dead) might be more fitting than a rose though?
    Maybe. There are many greeneries that might fit better. Maybe a pomegranate? When I chose a white rose, it was because it was to be a symbol of purity. Not life and death.

  18. - Top - End - #18
    Orc in the Playground
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    Default Re: Strange spells from a bored mind

    I like these (perhaps the text for "Rise of the Martyr" should be altered to make it completely clear that it has to be a truly great, noble and selfless cause--so killing orcs, even evil and nasty orcs, doesn't generally count). And you definitely want to keep the sacrifices as-is. The Greater Safeground/Crushing Light combo allows the caster to deal 720 points of damage (36 5x5s in a 30x30, times 20 pts each), no save, to an evil creature. That's some serious mojo, even for someone casting 2 9th-level spells.
    My latest homebrew: Gastrus

  19. - Top - End - #19
    Ogre in the Playground
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    Default Re: Strange spells from a bored mind

    Well, a high touch AC makes up for that, and (at least normally, I'm not diving into the murky depths of Munchkin or Epic here) you can only fire at most, two orbs each round. It's very good, but I wouldn't call it unbalanced.

  20. - Top - End - #20
    Orc in the Playground
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    Default Re: Strange spells from a bored mind

    Fair enough; I should have paid closer attention. I wasn't calling it unbalanced, anyway...just needing those point costs to be balanced.
    My latest homebrew: Gastrus

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    Ogre in the Playground
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    Default Re: Strange spells from a bored mind

    To prove that I have way too much free time.

    Reflecting invisibility

    Illusion (Glamer)

    Level: Sor/Wis 8
    Components: V,S M.
    Casting time: 1 standard action
    Range: Personal or Touch
    Target: You or a creature or object weighing no more than 100 lb./level
    Duration: 1 min./level (D)
    Saving Throw: Will negates (harmless) or Will negates (harmless, object)
    Spell Resistance: Yes (harmless) or Yes (harmless, object)

    The spell disrupts the light that reflects of the target and makes him or her appear to be somewhere else. The target is essentially invisible, and instead an illusionary copy takes the targets looks somewhere else. The target and the copy must always have line-of-sight to each other. If the line-of-sight is broken, the spell ends. The target can not be found by see invisibility or true seeing, but detect magic can find the aura of the spell component. Otherwise the spell functions like "Improved invisibility".

    Material Component: A glass prism worth at least 10 gp that shatters when the spell ends.

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    Ettin in the Playground
     
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    Default Re: Strange spells from a bored mind

    It looks kind of like Mislead. A little too tired to comment right now, though. The level might be somewhat too high.
    Thanks to Veera for the avatar.

    I keep my stories in a blog. You should read them.

    5E Sorcerous Origin: Arcanist

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    Quote Originally Posted by ClericofPhwarrr View Post
    Dhavaer, your ideas are like candy from the sky, sprinkled lightly with cinnamon.
    Quote Originally Posted by Gwyn chan 'r Gwyll View Post
    Wow. Badass without being flashy and showy, attractive while remaining classy. Bravo Dhavaer.
    Quote Originally Posted by Psyren View Post
    ...Why do I imagine you licking your lips and rubbing your hands together?

  23. - Top - End - #23
    Ogre in the Playground
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    Default Re: Strange spells from a bored mind

    Maybe... but I don't think THIS one has an equal. Or, well, it is a little similar to haste.

    Twin strike (I need a better name)

    Transmutation

    Level: Sor/Wiz 2, Brd 2
    Components: V, M
    Casting time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 round
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    Twin strike greatly increases the speed of the target for a very short amount of time. Any creature affected by twin strike gains another round worth of actions at an initiative count equal to the targets initiative count -10.

    Material component: The feather of an eagle.

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    Ettin in the Playground
     
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    Default Re: Strange spells from a bored mind

    Increase it to second or third level. Maybe higher. That's really, really powerful.
    Thanks to Veera for the avatar.

    I keep my stories in a blog. You should read them.

    5E Sorcerous Origin: Arcanist

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    Quote Originally Posted by ClericofPhwarrr View Post
    Dhavaer, your ideas are like candy from the sky, sprinkled lightly with cinnamon.
    Quote Originally Posted by Gwyn chan 'r Gwyll View Post
    Wow. Badass without being flashy and showy, attractive while remaining classy. Bravo Dhavaer.
    Quote Originally Posted by Psyren View Post
    ...Why do I imagine you licking your lips and rubbing your hands together?

  25. - Top - End - #25
    Bugbear in the Playground
     
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    Default Re: Strange spells from a bored mind

    I agree, though perhaps even higher. Compare it to haste, which is third level. You get one extra attack and a bonus to your AC and base speed. "Twin Strike" effectively doubles the actions a character can take, which is significantly more powerful than something like haste. I'd put it at 4th level.

    Edit: Ok, I misread the spell. If it's a one-time effect, then I'd put it at third level.
    Yotsubatar by Dr. Bath

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    Default Re: Strange spells from a bored mind

    I wouldn't say it's necessarily more powerful than haste, since it only lasts one round, compared with haste's one round per level. It's certainly too powerful for a first level spell, but second or third might be about right.
    I am a poor man, some say Iím half crazy,
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    Lady I pledge you my sword and my honor,
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    Alas, poor Draknir. By Mephibosheth

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    You will be missed, dear 'stache...

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    Ogre in the Playground
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    Default Re: Strange spells from a bored mind

    Yeah I should probably change it. Second level was my first intention, so perhaps I should have gone with that.

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    Ogre in the Playground
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    Default Re: Strange spells from a bored mind

    Is it a plane? A dragon? A Balor? No, it's Maryring's new painless assasination spell.

    Razor Wind

    Evocation

    Level: Assasin 2, Sor/Wis 3, Slayer of Domiel 2
    Components: S,
    Casting time: 1 standard action
    Range: Short 25/2 ft. per level
    Target: One creature of at least small size
    Duration: Instantaneous
    Saving Throw: Reflex negates or Fortitude Negates (Object, Construct)
    Spell Resistance: No

    Razor wind creates dangerous rifts in the air and causes it to swirl, tear and cut at the creature targeted by the spell, dealing 1d6 points of damage per caster level (Max 10d6). The spell require's a listen check of DC 17 + spell DC modifier to be noticed. If the listen check fails, the target doesn't notice that anything has happened to it before 1 round later for living creatures and 1d4+1 rounds later for constructs and undead because the spell causes no pain at all.

  29. - Top - End - #29
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    Default Re: Strange spells from a bored mind

    A bit too powerful for a second level spell. I think it should be third, and you might be able to get away with medium range.
    Thanks to Veera for the avatar.

    I keep my stories in a blog. You should read them.

    5E Sorcerous Origin: Arcanist

    Spoiler
    Show
    Quote Originally Posted by ClericofPhwarrr View Post
    Dhavaer, your ideas are like candy from the sky, sprinkled lightly with cinnamon.
    Quote Originally Posted by Gwyn chan 'r Gwyll View Post
    Wow. Badass without being flashy and showy, attractive while remaining classy. Bravo Dhavaer.
    Quote Originally Posted by Psyren View Post
    ...Why do I imagine you licking your lips and rubbing your hands together?

  30. - Top - End - #30
    Banned
     
    SwashbucklerGuy

    Join Date
    Nov 2005
    Location
    Flawse Fell, Geordieland

    Default Re: Strange spells from a bored mind

    Agreed, that looks like a silent Fireball spell to me. Up the level to third, with the single target (rather than an area effect) countering the subtlety of the effect (you can pull this off in a crowded room!)

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