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  1. - Top - End - #1
    Pixie in the Playground
     
    NecromancerGuy

    Join Date
    Apr 2012

    Default Magic Enhancment(Spell PEACH)

    Transmutation
    Level: Clr 5, Sor/Wiz 5, Pal 4
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: Touch
    Target: One Weapon
    Duration: 1 hour./level
    Saving Throw: None(Harmless)
    Spell Resistance: No

    You touch a weapon like object. It gives it an extra 2d6+5 bonus to damage for it's next 3 hits. If you sacrifice 10 hp when you hit then it does an additional 2d6+2 damage. You can not put the spell on the same weapon again until all of this spells extra damage is dealt. Once you hit the next 3 blows do extra damage no matter when your want to use them. This spell is meant to be used on a weapon of an ally or on one of your own weapons.

    Caxon vaulted to his new found friend, Gregor. He was gasping for breath once Caxon touched his greatsword. It now glowed with a radiant red, and a magical aura danced around it. Gregor leaped into battle weilding his weapon and crashing onto the foes around him.
    Last edited by Reaper42; 2012-04-24 at 08:48 AM.

  2. - Top - End - #2
    Dwarf in the Playground
     
    Desmond Tiny's Avatar

    Join Date
    Oct 2009

    Default Re: Magic Enhancment(Spell PEACH)

    The amount of hp you sacrifice is on average higher than the bonus you get if you sacrifice 10 hp. I would suggest raising the bonus or lowering the cost.
    [Insert signature here]

  3. - Top - End - #3
    Pixie in the Playground
     
    NecromancerGuy

    Join Date
    Apr 2012

    biggrin Re: Magic Enhancment(Spell PEACH)

    Alex go poop in a hole!

  4. - Top - End - #4
    Dwarf in the Playground
     
    Fruchtkracher's Avatar

    Join Date
    Jun 2008

    Default Re: Magic Enhancment(Spell PEACH)

    in addition either raise the damage per hit or the number of hits if you want to keep it as a 5th level spell. 1 hit per two caster levels wouldn't make it that weak, but as it is it is kinda pathethic. Alternernatively increase the damage to 1d6/3 Casterlevels + Casterlevel damage and change the casting time to a swift action.

    You need a standart action to cast it (which admittedly can be done it advance), then wade into melee - that is a bad idea for anyone but the paladin - and then hit as well.
    Thanks to Dirtytabs for the awesome ponytar =D

    And take a look at my first homebrew-class, the Craftknight - a (ToB-less) master of all weapons! Creative input greatly appreciated

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