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    Barbarian in the Playground
     
    Baron Corm's Avatar

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    Default Some Explodey Spells

    Alright here we go. Self destruct is something you see magicians in movies and stuff do a lot; I'd like to know whether you think drawback 1 or 2 is more appropriate. Violent renewal is kind of a crazy thing to give a wizard, but you can't use it on yourself. If there's some way of using it on yourself with contingency or something, I'd like to know that. Also in the market for a better drawback than 2 rounds of stun, since that seems kind of random, or would it be alright to drop the stun, since you can't use it on yourself anyway? Incessant renewal is kind of like an upgraded version of displacement and blink; it actually destroys parts of you, so neither true seeing nor a ghost touch weapon will bypass the miss chance. PEACH.



    Self Destruct

    Transmutation
    Level: Sor/Wiz 9
    Components: V, S
    Casting Time: 1 round
    Range: Personal/Long (400 ft. + 40 ft./level)
    Target: You/Creatures within range
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: No/Yes

    This spell causes the magical energies stored in your body to go wild and burst from your body, tearing you apart in the process. Spells you still have left to cast for the day take the form of magic missiles which deal 1d6 force damage per spell level. You may choose the target of these missiles. For example, if you had two 0th level spells, two 1st level spells, and two 8th level spells left to cast, you would be able to target two missiles dealing 1d6 force damage and two missiles dealing 8d6 force damage against any creature or combination of creatures within range.

    Possible Drawback 1: This spell instantly slays you. If you are somehow immune to being killed by this spell, it fizzles. Because your magical energies are dispersed, nothing short of a wish or miracle (to make your soul one piece again) followed by a true ressurection can bring you back. Any items you are carrying are unharmed.

    Possible Drawback 2: Any spell slots used to power this spell are considered used. All spell slots you have left to cast for the day must be used.


    Violent Renewal

    Transmutation
    Level: Clr 9, Sor/Wiz 9
    Components: V, S, DF
    Casting Time: 1 standard action (see text)
    Range: Touch
    Target: Creature touched
    Duration: Instantaneous
    Saving Throw: Reflex half, Fortitude negates, or Fortitude and Will partial (see text)
    Spell Resistance: No (bludgeoning damage) or Yes (creature touched)

    This spell causes a touched creature to be blown to bits, killing it and dealing 1d(creature's hit dice) bludgeoning damage/level (maximum 25d(creature's hit dice)) to creatures within 20 feet (including you). You may spend a swift action during the same round you cast this spell to cause the creature to reassemble itself, healing it of all damage, ability damage, poison, disease, and any other physical ailment. This would not include, for example, energy drain. A creature reassembled takes 2 points of Constitution damage and is considered fatigued. He is rendered prone and stunned for 2 rounds. A creature immune to stunning is still rendered prone.

    A willing creature who does not receive the swift action he expected you to use to bring him back to full health may attempt a Fortitude save and a Will save to bring himself back to health. A successful Fortitude save brings his body back to the way it was before (including all negative conditions), while a successful Fortitude save and a successful Will save causes the spell to have its normal effects.

    An unwilling creature may attempt a Fortitude save to prevent himself from being blown up in the first place, which negates all effects of the spell.

    A creature with a Constution score of 10 or less is unable to be reassembled with this spell (it simply destroys the creature). If this spell is used on yourself, you have no means of reassembling yourself, so you just die.


    Incessant Renewal

    Transmutation
    Level: Brd 6, Sor/Wiz 6
    Components: V, S
    Casting Time: 1 standard action
    Range: Personal; see text
    Target: You; see text
    Duration: 1 round/level
    Save: None
    Spell Resistance: No

    This spell causes a random part of your body to explode and subsequently remake itself once every round. This effectively grants you fast healing 1 per 4 levels (maximum 5), deals 1d8 bludgeoning damage per 2 levels (maximum 10d8) to adjacent creatures, and gives attacks against you a 25% miss chance. Every round, there is a 25% chance that 1 point of ability damage to an ability score of your choice is cured.

    Any spell with a somatic or verbal component has a 25% chance to fail with this spell active, and any spell with both has a 50% chance to fail. The noise this spell creates is sufficient to give away your position if you are invisible or trying to hide.

  2. - Top - End - #2
    Ogre in the Playground
     
    Flumph

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    Default Re: Some Explodey Spells

    I think for Self Destruct, death might be a little too much. Maybe they could take 1d4 damage per spell slot used?

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    Bugbear in the Playground
     
    Peregrine's Avatar

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    Default Re: Some Explodey Spells

    Quote Originally Posted by flyingpoo22 View Post
    Violent Renewal
    PC #1: Urk... heal me... I'm down to single-digit hp, poisoned, Str-drained...
    Cleric: Sorry, I'm all out for the day. I might have a scroll...
    Wizard: It's okay, I've got this one covered!
    PC #1: But... you're a wizard.
    Wizard: Yeah, but I got this cool new spell. It's 9th level, but it lets me heal all kinds of things right up.
    PC #1: Okay, go for it.

    *BOOM.*

    *schlurk*

    PC #1: *twitch* *twitch*
    I support paladins and the alignment system.

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    Troll in the Playground
     
    WhiteWizardGirl

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    Default Re: Some Explodey Spells

    Quote Originally Posted by Peregrine View Post
    PC #1: Urk... heal me... I'm down to single-digit hp, poisoned, Str-drained...
    Cleric: Sorry, I'm all out for the day. I might have a scroll...
    Wizard: It's okay, I've got this one covered!
    PC #1: But... you're a wizard.
    Wizard: Yeah, but I got this cool new spell. It's 9th level, but it lets me heal all kinds of things right up.
    PC #1: Okay, go for it.

    *BOOM.*

    *schlurk*

    PC #1: *twitch* *twitch*
    Now thats comical... now how bout we make a spell that just blows someone else up.

  5. - Top - End - #5
    Ogre in the Playground
     
    Flumph

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    Default Re: Some Explodey Spells

    Yeah, I'm not sure if I would accept a healing spell that violently tore my body into pieces and then reassembled it. Its kinda like the TV room in Willy Wonka and the Chocolate Factory

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    Ettin in the Playground
     
    Planetar

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    Default Re: Some Explodey Spells

    Um, I'm sorry but I really don't like these, and they are somewhat badly written.

    1st off, self-destruct sucks. I can see it with the second drawback, but it'd be pretty weak for a 9th level spell that takes up all your remaining spells...I'd say up the damage a bit and it might actually be ok. The first drawback is way too much for a weak spell.

    Violent renewal...interesting idea, but it doesn't make a whole lot of sense. Let me try to figure it out:
    1. if they are unwilling they get a fort save to negate entirely.
    2. if they are willing or fail step 1, everybody in 20 ft. takes 1d4 bludgeoning per caster level.
    3. You can take a swift action to renew them at full everything except for what? I don't really understand. You said any physical ailment, but not things like energy drain...I don't fully understand what you mean here.
    4. 2 con damage and fatigue. Sounds fine.
    5. You are stunned for two rounds. If you are immune to stun...you are stunned for two rounds.
    6. If the revival part isn't taken, they can make a fort save to come back at previous state, if they make the fort they can make a will save to come back at full perfect everything.
    7. If they have less than 10 con, the revival is not a choice, and they don't get the second saves.

    As for incessant renewal, it doesn't make a whole lot of sense to me. You start exploding, which doesn't deal damage to you, and you gain fast healing. You begin curing ability damage, which does make sense, and attacks gain a miss chance? I just don't really like this one, doesn't make full sense to me.


    The only other issue I have with these is that Arcane magic should never be healing.

  7. - Top - End - #7
    Barbarian in the Playground
     
    Baron Corm's Avatar

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    Default Re: Some Explodey Spells

    self destruct... at all spells not yet cast, from a 20th level sorceror, not counting bonus spells from a high cha score, deals 261d6 force damage, no save, long range, may be spread out so it isn't wasted against one target. weak?

    violent renewal... i couldn't think of anything besides energy drain which wouldn't be cured by reassembling your body parts, but it's left open in case i missed something

    incessant renewal... the fast healing comes from the same reasoning as violent renewal. parts of your body are destroyed, and then reconstructed in perfect condition. the number was derived with convoluted logic, but still. there is a 50-50 chance that the part of your body being targeted simply is not there, hence the miss chance.

    arcane magic should never heal using positive energy, though i'm all for it using necromancy and transmutation in creative ways. not that i used necromancy here, but it's been done before.

    badly written? yes, probably. i tend to try to fit too many ideas into one sentence, and write too many sentences. i guess i just try to be really specific and name everything, and that ends up being confusing.
    Last edited by Baron Corm; 2007-06-25 at 08:59 PM. Reason: it's 261 not 270... one slot is used to cast the spell

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