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  1. - Top - End - #1
    Bugbear in the Playground
     
    RedSorcererGirl

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    wink [Spells] Sphere me!

    The mage gestures, and the enemy troops are surrounded by a pack of flaming spheres, which swarm over them like a bunch of hyper puppies and chase them around the battlefield.

    Great Balls of Fire
    Evocation [Fire]
    Level: Drd 5, Sor/Wiz 5
    Components: V, S, M/DF
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Effect: Up to five 5-ft.-diameter flaming spheres
    Duration: 1 round/level
    Saving Throw: Reflex negates
    Spell Resistance: Yes

    This spell creates one burning globe of fire per two caster levels (max 5). Each flaming sphere may be directed to automatically pursue a creature. Multiple spheres may chase the same creature, and the spheres can move on the round they're created. A sphere rolls or bounces 30 feet per round. As part of this movement, it can jump up to 30 feet in the air to strike a target. A sphere avoids other creatures, however it ignites flammable substances it touches and illuminates the same area as a torch would. A sphere may bounce over other creatures up to ten feet tall during a round (by moving 10 feet up, 10 feet over, and 10 feet down). If a sphere is in a space adjacent to its target, it stops moving for that round and bumps against it, dealing 2d6 points of fire damage to that creature (a successful Reflex save negates that damage).

    Flaming spheres can be fooled by invisibility or illusions. If a sphere's target disappears or is killed, the sphere bounces in place until redirected. As a move action, you may redirect any number of spheres to new targets, or have some stay still and bounce in place. As a move action, you may also manually direct any one sphere for up to 30 feet. The surface of a sphere has a rubbery, yielding consistency and so does not cause damage except by its flame. It cannot push aside unwilling creatures or batter down large obstacles. A sphere winks out if it exceeds the spell’s range, however it's smart enough not to roll out of that range on its own. A sphere also winks out if its fire is extinguished, which may happen by any means that would put out a normal fire of its size.

    Arcane Material Component: A tallow candle, a bit of brimstone, and an iron marble.

    This spell is of course an upgrade to Flaming Sphere. I've always liked that spell, and wanted a version that would be suitable at higher levels. I was tempted to just call this "Flaming Spheres" or "Greater Flaming Sphere", but "Great Balls of Fire" is much cooler.

  2. - Top - End - #2
    Bugbear in the Playground
     
    RedSorcererGirl

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    tongue [Spells] Sphere me, part 2!

    The mage speaks words of power, and a large sphere of matter appears before your eyes.

    Summon Sphere
    Conjuration (Creation)
    Level: Drd 4, Sor/Wiz 3
    Components: V, S, M
    Casting Time: 1 standard action
    Range: 0 ft.
    Effect: One sphere up to 5 feet in diameter
    Duration: Instantaneous
    Saving Throw: Reflex negates
    Spell Resistance: No

    You cause a solid sphere to spring into being. You may choose to make the sphere out of stone, wood, or clay. You may choose to make the sphere any size up to 5 feet in diameter. The sphere always appears on the ground in a square you choose adjacent to you. If there's no available space (e.g. you're flying) the spell fails. If a sphere somehow falls from above, any creature in the square hit takes appropriate damage from a falling object (a successful Reflex save negates that damage). At five feet in diameter, a stone sphere weighs 3600 pounds, a wood sphere weighs 1000 points, and a clay sphere weighs 1800 pounds.

    Arcane Material Component: A small marble made out of the chosen substance.

    This spell can be used to provide material for Fabricate or Stone Shape, be a seed to start a Wall of Stone from, be a simple way to help block a passage, or even be used in combat.
    Last edited by Cruiser1; 2006-11-20 at 02:26 PM.

  3. - Top - End - #3
    Titan in the Playground
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    Default Re: [Spells] Sphere me!

    I don't think it should fail just for being in the air, but should instantly begin to fall. Perhaps create it directly below you. So an over flying X can start dropping stone balls on peoples heads.
    I am trying out LPing. Check out my channel here: Triaxx2

  4. - Top - End - #4
    Bugbear in the Playground
     
    RedSorcererGirl

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    biggrin [Spells] Sphere me, part 3!

    The mage gestures and cackles with delight, as an enormous sphere appears and rolls through and over enemy troops, knocking them down and scattering them like so many bowling pins.

    Greater Stone Sphere
    Conjuration [Earth]
    Level:
    Drd 7, Sor/Wiz 6
    Components: V, S, M/DF
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./level)
    Effect: One 10-ft.-diameter stone sphere
    Duration: 1 round/level
    Saving Throw: Reflex half
    Spell Resistance: No

    You conjure up a Large stone sphere 10 feet in diameter. It rolls as directed by you (a move action) and can move 40 feet per round (including on the round it's summoned). Whenever the sphere rolls through a square containing a creature, the sphere automatically makes an overrun attempt against it. If the creature chooses to avoid the overrun, it still takes 4d6 bludgeoning damage from the sphere (Reflex half). If the creature chooses to try to block the overrun (or is flatfooted or otherwise unaware) and it fails and gets knocked prone, then it gets run over by the sphere and takes 8d6 damage (Reflex half). If the sphere is successfully blocked, it still deals 2d6 damage to the creature (Reflex half), and stops for the rest of the round, however it can't be knocked prone in return. (It's a sphere!) If the sphere is not blocked by the creature, it may continue moving for the rest of the round, potentially overrunning and damaging other creatures as well.

    If the creature is too large to be overrun by a Large object, the sphere deals 2d6 damage to it (Reflex half) then makes a bull rush attempt against it. The sphere gets +14 bonus on its Strength checks for overrun and bull rush, because it's so large and massive. The sphere may be used to attempt to break down doors or other inanimate objects, by making a similar Strength check. The sphere is heavy enough to crush most unattended objects it rolls over. A Greater Stone Sphere weighs 28000 pounds.

    Arcane Material Component: A small round rock with images of creatures etched into its surface.

    This spell is of course an upgrade to Stone Sphere. It's also related to Forceful Hand which also let's you bull rush opponents. This spell is inspired by Indiana Jones in "Raiders of the Lost Ark".

  5. - Top - End - #5
    Bugbear in the Playground
     
    RedSorcererGirl

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    Question Re: [Spells] Sphere me!

    Quote Originally Posted by Triaxx View Post
    I don't think it should fail just for being in the air, but should instantly begin to fall. Perhaps create it directly below you. So an over flying X can start dropping stone balls on peoples heads.
    I considered that, where I originally wrote the spell as being able to summon spheres next to you in mid-air. However at 3600 pounds, a maximum size stone sphere will deal the max 20d6 falling damage after dropping just 20 feet (and do 18d6 damage after just 10 feet). A 5th level character being able to deal 20d6 damage seems overpowered. Other summoning spells, e.g. summoning non-flying creatures, must happen on the ground (no summining a Rhino over a person's head). Other permanent matter creation spells such as Wall of Stone/Iron, must be anchored to the ground. The 5th level character can still drop summoned spheres on people if they spend another 3rd level spell slot to cast Shrink Item on it, then fly up and drop the sphere, while speaking the command word to dismiss Shrink Item.

  6. - Top - End - #6
    Ettin in the Playground
     
    GreenSorcererElf

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    Default Re: [Spells] Sphere me!

    I love these. Especially your point about summon sphere giving a seed for the wall of stone spell, I often wondered how to get one going outside of a cave, and now there's way.
    Fizban's Tweaks and Brew: Google Drive (PDF), Thread
    A collection of over 200 pages of individually small bans, tweaks, brews, and rule changes, usable piecemeal or nearly altogether, and even some convenient lists. Everything I've done that I'd call done enough to use in one place (plus a number of things I'm working on that aren't quite done, of course).
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  7. - Top - End - #7
    Titan in the Playground
     
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    Default Re: [Spells] Sphere me!

    Quote Originally Posted by Fizban View Post
    I love these. Especially your point about summon sphere giving a seed for the wall of stone spell, I often wondered how to get one going outside of a cave, and now there's way.
    You carry a few stone plates in a cart, and place them on the ground. Doesn't much work for combat applications, mind, but useable for building a shelter. You'll need to carve up the plates again after, of course, as the Wall merged with them. But hey - you've got rock to cut up.....

    Edit: Alternately, Create Water and Transmute Mud to Rock will do the job on a forest floor.
    Last edited by Jack_Simth; 2006-11-19 at 02:05 AM.
    Of course, by the time I finish this post, it will already be obsolete. C'est la vie.

  8. - Top - End - #8
    Titan in the Playground
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    Default Re: [Spells] Sphere me!

    Interestingly, either ability could potentially create catapult ammunition. Why lug it around when you can simply create it right in the cradle.

    Is there a reason Druids only get Greater stone sphere, or is it a mis print?
    I am trying out LPing. Check out my channel here: Triaxx2

  9. - Top - End - #9
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    Gorbash Kazdar's Avatar

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    Default Re: [Spells] Sphere me!

    These are fantastic. I especially love summon sphere - I always like interesting utility spells, and adding a well-balanced one with lots of potential applications is always fun. As an Indiana Jones fan, I definitely approve of greater stone sphere as well.

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  10. - Top - End - #10
    Bugbear in the Playground
     
    RedSorcererGirl

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    Default Re: [Spells] Sphere me!

    Quote Originally Posted by Triaxx View Post
    Is there a reason Druids only get Greater stone sphere, or is it a mis print?
    Druids get Great Balls of Fire, because that spell is an upgrade to Flaming Sphere, which Druids also get. Druids get Greater Stone Sphere, because the base spell Stone Sphere is also similar to Flaming Sphere. I didn't give Druids Summon Sphere, because they don't get other instantaneous matter creation or summoning spells such as Wall of Ice or Wall of Iron. Druids do however get Wall of Fire and Wall of Stone one spell rank later, so I can see them getting Summon Sphere too one spell rank later. Updated!

  11. - Top - End - #11
    Orc in the Playground
     
    Rolaran's Avatar

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    Default Re: [Spells] Sphere me!

    Personally, when I saw the Greater Stone Sphere, the first thought I had was this scenario...

    The mage waves his arms and begins to say the words of power. Oddly, they sound as if they begin with a simple chant...

    Joo-joo-joojoo-joo-joo-jujoojoo...

    Then the mage yells the final words in the spell...

    KATAMARII DAMACY!


    And the rest of the battle consists of the sphere rolling over helpless enemies, while really catchy music plays in the background. ;-)
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  12. - Top - End - #12
    Bugbear in the Playground
     
    Toric's Avatar

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    Default Re: [Spells] Sphere me!

    Quote Originally Posted by Rolaran View Post
    Personally, when I saw the Greater Stone Sphere, the first thought I had was this scenario...
    Strange... I was thinking Odama.
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  13. - Top - End - #13
    Ettin in the Playground
     
    Yakk's Avatar

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    Default Re: [Spells] Sphere me, part 3!

    The mage gestures and cackles with delight, as an enormous sphere appears and rolls through and over enemy troops, picking them up and clumping them like so many pieces of sushi.

    Greater Katamari
    Conjuration [Glue]
    Level:
    Drd 8, Sor/Wiz 7
    Components: V, S, M/DF
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./level)
    Effect: One 10-ft.-diameter sticky sphere
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: Yes

    You conjure up a Large sticky sphere 10 feet in diameter. It rolls as directed by you (a move action) and can move 40 feet per round (including on the round it's summoned). Whenever the sphere rolls through a square containing a creature, the sphere automatically makes an overrun attempt against it as if it has Improved Overrun. The creature may not choose to avoid the overrun. The Katamari gets a total of +16 to it's Overrun roll. If the creature is knocked prone, the creature is now stuck to the Katamari. If the sphere is successfully blocked, the creature takes no damage, and the Sphere stops for the rest of the round, however the Sphere cannot be knocked prone in return. (It's a sphere!) If the sphere is not blocked by the creature, it may continue moving for the rest of the round, potentially overrunning and glueing other creatures as well.

    Creatures picked up by the sphere take crushing damage for every 10' the Katamari moves (delt at the end of the round) (see chart below for how much damage). In order to break free, the creature must make a strength check +4 for every size catetory over medium, -4 for every size category under medium, vs the Sphere's Overrun bonus. These checks may only be attempted within the first 2 rounds of being stuck to the Katamari -- after that, the glued target is stuck for good.

    The Katamari can grow. The Katamari starts out with 4 "size points". If it reaches 30 size points, it is considered Huge, and is now 20' in diameter. If it reaches 250 size points it is considered Gargantuan, and is now 40' in diameter. Each increase in size also makes the Katamari do more damage, makes the overruns more effective, and makes it move faster. If it reaches 500 size points, the Greater Katamari explodes immediately (see Ridiculous Katamari for larger Katamari's).

    Every medium creature glued on adds 1 "size point". Every large creature adds 4 "size points". Every huge creature adds 32 "size points". Every Gargantuan creature adds 256 "size points".

    At the end of the duration, all Katamari's explode. They do damage according to their size to everyone within 20' of the Katamari. Reflex save for half.

    Larger Katamari Effects:
    Large: +16 overrun/glue, d6+6 crushing damage every 10', 40' speed, explodes for 5d6 damage
    Huge: +22 overrun/glue, 2d6+8 crushing damage every 10', 60' speed, explodes for 7d6 damage
    Gargantuan: +28 overrun/glue, 3d6+12 crushing damage every 10', 80' speed, explodes for 10d6 damage

    If the creature or building is too large to be overrun by the Katamari, the Katamari bounces off it, and stops advancing.

    Spell Resistance works against the glue, during the first 2 rounds of being stuck, but not against the overrun. One will still take 10' of crushing damage from having the ball roll over you, even on a successful SR check.

    Arcane Material Component: A small green doll, a small vat of glue, and a ball of string.
    Last edited by Yakk; 2006-11-21 at 09:34 AM.

  14. - Top - End - #14
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    XtheYeti's Avatar

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    Default Re: [Spells] Sphere me!

    This is most excelent, i am going to use these spells in traps

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    Orc in the Playground
     
    Carrion_Humanoid's Avatar

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    Default Re: [Spells] Sphere me!

    These are pure greatness, I can see myself using these in the future.

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    Orc in the Playground
     
    Cult_of_the_Raven's Avatar

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    Default Re: [Spells] Sphere me!

    wow. excellent indeed. they make me laugh, imagining what i can do to my players with this.

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    V is SO AWESOME.

  17. - Top - End - #17
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    firepup's Avatar

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    Default Re: [Spells] Sphere me!

    heh... i thought of a trap using this spell... it uses a hallway and a hill.

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