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SponkleofInfini
13th of August, 2002, 23:17
This thread is dedicated to the creation of spells or Arcane and Divine nature. Aswell as Psionic powers. I will post new spells as often as I can, mostly likely every couple of days.

Comments are welcome.

SponkleofInfini
13th of August, 2002, 23:19
Field of Cancellation

Abjuration
Level: Sor/Wiz 9
Components: V, S, M
Casting Time: 1 action
Range: Close (25ft + 5ft./2 levels)
Target or Area: 25ft radius centered on target
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

You generate a field which makes it harder for magic users to cast spells (You are not affected by the effect). The field dampens sound making it more difficult to utter vocal components and limits movement making it harder to perform Somatic components. All spells cast within the field require the caster to make a succesful Conentration check at double the spells DC every time they attempt to cast a spell within the field, eg. The wizard who cast Field of Cancellation on the target had an intelligence of 22 the DC would then be 10+9+6=25, it is then doubled which would be a DC 50 Concentration check everytime the caster wanted to cast a spell within the field. Even if the caster's check is successful the field still makes spells difficult to cast, hence caster suffer 20% spell failure if casting a spell within the field. Spells which only require Material components to cast are not affected by this spell.
Material Cost: A magical item worth at least 1000G

SponkleofInfini
14th of August, 2002, 00:05
Disk of Destruction

Transmutation
Level: Sor/Wis 5
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft +10ft./2 levels)
Effect: A 3-ft diameter disk of energy
Duration: Instananeous
Saving Throw: Reflex (Partial)
Spell Resistance: Yes

A 3-ft wide disk of raw energy rises from the casters hand which becomes razor sharp. You must suceed at a range touch attack to hit your target. The disk has the capability to instantly slay your target by decapitation. The target is entitled to a Reflex save to avoid the decapitation effect and take only 2d6+1/level (max +10) points of damage.
Material Cost: A small crystal

SponkleofInfini
15th of August, 2002, 19:58
I thought I would add a power to the psion and psychic warrior list of powers. I got inspriation for this power from Playstations X-men vs Street Fighter. Magneto uses an ability called Magnetic Shield (I hope that's the name), anyway this power is pretty much like that if you have ever played the game beforethen you will know what I am talking about.

Kinetic Shield

Psychokinesis (Con)
Level: Psion 2/Psychic Warrior 2
Display: Vi
Manifestation Time: 1 action
Range: Personal
Effect: 10ft + 5ft./2 levels sphere around manifester.
Duration: Instantaneous
Saving Throw: Fortitude negates
Power Resistance: Yes
Power Points: 3

A globe of force errupts from the user, throwing all creatures back that are within the area of effect. The Sphere throws creatures that are within the sphere's area of effect up to 10ft + 5ft./per 2 manifester levels from the manifester. A successful fortitude save negates the effect. The force can throw a total weight of up to 25 pounds per manifester level. If creatures are hurled against a solid surface they take damage as if they had fallen 10ft (1d6 points).

SponkleofInfini
18th of August, 2002, 16:11
Bane

Divination
Level: Rgr 2
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 round/level

You gain insight into the weak spots of a designated type of foe. You add 1d6 points of damage to each attack made against the designated type of creature. Hence a Ranger who desginates Orc under the spells effect adds 1d6 points of damage for each attack made during the spells duration. This spell follows the same guidelines as favoured enemy. Favoured Enemy bonuses stack with the bonuses provided by this spell. This spell can only effect one type of creature per casting. If the spell was to be cast again while another Bane spell was still active on the caster the new spell would cancel out the effects of the previous Bane spell.

BigRedRod
19th of August, 2002, 04:58
It might simplify kinetic sphere a touch if you just made it cause bull-rushses all around the manifester, then again it wopuldn't do quite the same thing :)

As for the Bane spell, It might be an idea to have it only functional against favoured enemies. Although the ranger would be 8th level when he gains this so an extra 1d6 damage isn't that much of a concern :)

SponkleofInfini
19th of August, 2002, 10:58
Well that's pretty much what it is a bull rush against multiple targets but can only push a total weight of 25lbs+manifester level. So only affects a total weight of 45-50lbs at the earlyist levels it can be gained by a psion. so it would be lucky to push a small creature.

Making Bane more favoured enemy specific came to mind when I was creating it but I thought at the level they achieve the spell it wouldn't really matter. And the spell highlights the weak points of foes like another force is pointing them out, not just through training so I opted with any type of foe designated.

But on the up side the bonuses stack with favoured enemy so all the more insentive to use it with a favoured enemy as the designated foe :)

BigRedRod
19th of August, 2002, 16:30
Ok that is enough reasoning for me :)

So the bane spells only works against creatures subject to criticals then? (like the favoured enemy ability)

SponkleofInfini
22nd of August, 2002, 19:44
Yep :)


As for a new spell

I will try to post a new spell within the next few days, I just have been a little boged down with commitments to other projects.

SponkleofInfini
23rd of August, 2002, 18:25
I got inspiration for this spell off the game Breath of Fire IV. It is basically an arcane version of harm but as it would be more difficult for an arcane caster to perform such a spell I have made it the level it is.

Soul Rend

Necromancy
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Soul Rend tears away at the targets very essence causing extreme harm to the target. The negative energy tears away at the targets very soul causing the loss of all but 1d4 hit points.
Those without souls such as undead are not harmed by Soul Rend but in fact empowered by it, giving them 2d4x2 temporary hit points.

I am not sure about this spell, it may be a tad to powerful for arcane casters. I would like everyones opinion of it.

Beidamon
23rd of August, 2002, 22:46
Ok, ill keep it simple because simple is all it requires

It is the harm spell given a diffirent name

Harm is a unique spell to Clerics and Druids, and such, just trying to research a spell that will give you a spell already listed as you not getting should not work in the slightest. You can not make that spell for the same reason you cant research a level 9 spell to cast heal on yourself.

To put it simply, the spell exists, and arcane casters dont get it. Adding a diffirent name to it doesn't change that

SponkleofInfini
23rd of August, 2002, 22:52
I can see where you are coming from, I tried cose I was short on ideas.....:) give me a break

Beidamon
23rd of August, 2002, 22:54
Research a advanced form of blade barrier that instead of making a straight plane can also make other shapes, like a sphere around you, a box, a dome, etc etc etc

It could prove very useful in various situations

SponkleofInfini
23rd of August, 2002, 23:06
Yeah I might just do that.

Beidamon
23rd of August, 2002, 23:21
Hmmm I just thought of a great idea for a spell as well

Something like FlightBane

It would be a level 3 or 4 spell that combines the web spell and a acid version of the fireball spell. When it is cast it hovers above the battle field and when creatures try to flee it launches itself at them, dealing a aciding burst dealing 1d6/level (10d6 max) points of acid damage and hindering them in sticky acidic globs equal in effect to the web spell only it is weak against freezing attacks, not fire.

SponkleofInfini
23rd of August, 2002, 23:30
It could work, but I will deal with one spell at a time for now.

SponkleofInfini
27th of August, 2002, 11:51
I have had a suggestion to make an advanced Blade Barrier spell from Beid and thats what I shall do. Sorry for the delay. Now as the spell can get compicated I may have overlooked something, if anyone finds I have missed something let me know.

Blade Evocation

Evocation
Level: Clr 9, Sor/Wis 9
Components: V, S
Casting Time: 1 full round
Range: Medium (100ft + 10ft./level)
Effect: Blade/s which spin around the target in casters desired fashion within limits.
Duration: 1 minute/level
Saving Throw: Reflex negates (see text)
Spell Resistance: Yes

This spell creates numerous razor sharp blades which can be manipulated to form one of the bellow effects. These blades whirl and flash around a central point, creating an immobile barrier. The caster can evoke as many blades as 1 per 2 caster levels. One of the following effects can be achieved depending on how many blades the caster can evoke.
A spinning disk of razor sharp blades which spin around a central point. This disk can have a radius of up to 30 ft. The plane of rotation of the blades can be horizontal, vertical or slanted.
In all respects this is similar to the blade barrier spell but only deals 12d6 points of damage. This form requires 6 blades to work.
A whirling sphere of blades surrounds the target. The Planes of rotation cannot be changed like a normal blade barrier, they remain in a fixed spherical shape. This form of blade evocation deals the same amount of damage as blade barrier but damage cannot be negated, only halved by a successful reflex save. This barrier serves as 9/10's cover (+10 AC) for anyone beyond it. This form deals 20d6 points to anyone trying to pass through the sphere. This form requires 10 Blades to work.
Numerous different forms can be created with this spell but must fall within the following guidelines:
A maximum of 10 blades can be evoked at a time. Each blade can only deal a maximum of 2d6 points of damage. No less then 2 blades can be evoked at a time. For every 3 blades which are evoked, they can provide a bonus of 1/4 cover. eg. 3 blades provide a quarter cover, 6 provide half cover etc but with the exception of 10 blades which are capable of providing 9/10's cover. A caster can evoke as many as 10 blades per round which can be used to form one or more effects of his choosing within the limits of the spell eg. He could establish a blade barrier around himself while creating a horizontal plan of blades cast in the center of a foe dealing 8d6 points of damage per round for as long as the spells duration until the spell is dismissed or the foe makes the relfex save to negate and move from the effect. Aswell as providing him with half cover and effective melee defence aginst attackers. With the exception of the sphere form, all forms allow a reflex save to negate the damage.

Beidamon
27th of August, 2002, 14:10
Seems good to me, although maybe it should be a level 8 spell and not level 9. It is a really good spell, but level 9 just seems a tad to much

SponkleofInfini
27th of August, 2002, 14:18
Funny that, I originally made the spell as a level 8 spell. But I thought with all the variable effects that could be achieved that it deserved to be a lv 9 spell instead.

But I will see what others think before I change the spells level.

Skreem
27th of August, 2002, 15:47
Curious - if you cast the one from your example "on your foes", it says they take damage until they make the reflex save. So does that mean it's impenetrable? Or does it follow the target until the reflex save is made, thereby escaping the blades for that round - with repeated reflex saves every round?

If it followed the target until it ran out of duration, that would make it 9th. Also - I wouldn't limit it to 10 blades. I know I know, 20d6 is max damage right? Maybe make it an epic level spell (have no idea about these at all... :) ) if need be, but I would limit it to say:
No more than 10 blades per form. Can make up to casting stat
bonus in forms.
In this way, the spell gets better after you get it! A 26th level Sorc with a Charisma of 22 would be able to create 13 blades in up to 5 groupings/formations! Now that would be kewl!

I really like the tracking/homing thing though ;)

SponkleofInfini
27th of August, 2002, 16:36
That was unintentional but it is cool, I think I will leave it like that :)

SponkleofInfini
30th of August, 2002, 20:31
Getting the ELH only recently, I haven't had a chance to make epic spells, until now. I looked at the dragon knight and dragon strike spells, they are good but I didn't like the fact multiple casters were required to cast them. So I am going to do a revised slightly more powerful version of Dragon knight.

Dragonlord
Conjuration (Summoning)[Fire]
Spellcraft DC: 74
Casting Time: 1 action
Range: 75ft
Effect: One summoned mature adult red dragon
Duration: 20 Rounds (D)
Saving Throw: None (see text)
Spell Resistance: No
To Develop: 684,000 GP; 14 days; 27,360 XP. Seed: summon (DC 14). Factors: summon creature other than outsider (+10 DC), summon CR 17 creature (+30 DC), 1-action casting time (+20 DC).

This spell summons a mature adult red dragon. It appears where you designate and acts immediately. It attacks your opponents to the best of it's abilities (on the first round, it prefers to breathe fire on an enemy, if possible). You can direct the dragon not to attack, to attack particular enemies, or to perform other actions.

Beidamon
1st of September, 2002, 07:24
Hmm I though of a cool epic spell that you might want to make

Army of One
This is a suped up version of the mirror image spell. It is extremely powerfuland has two effects. The first effect is that the spell creates one hundred duplicates of the spellcaster that spread out and move as directed mimicing the actions of the caster of the spell. The second option of the spell is a minor illusion ability that allows the spellcaster to change his appearance as a standard action, and in doing so change the appearance of all the duplicate images of them. This magic last untill the end of the duration and does not cease to function when all duplicates are destroyed. Instead this spell will produce one new duplicate each round up to a maximum of 100. When the spell is first cast it starts off at 100 duplicates, and you do not need to wait for the spell to create new ones.

Try to work out the exact mechanics if you want, i think this would be a really cool spell to use at epic levels

TheDruid20
1st of September, 2002, 07:26
Not that useful, true seeing, or a single fireball will solve that.

Beidamon
1st of September, 2002, 07:42
AE spells dont dispell mirror images, they just pretend to look a little burned and such, and not everyone has true seeing on them all the time.

SponkleofInfini
1st of September, 2002, 14:34
Well the Spellcraft DC would be pretty high, and the effects would not be worth it as a true seeing spell would make it redundant. But I am sure I can do something along those lines.

Beidamon
1st of September, 2002, 14:40
Not all creatures have true seeing though as I said, and if you come up against something that doesnt this spell could be incredibly useful.

I know it would be a high DC but your effectively making it so there is only a 1% chance for the guy to hit you

SponkleofInfini
1st of September, 2002, 15:43
I am looking at the Spellcraft DC, 114 and thats without including other possible seeds, factors and mitigating factors.

SponkleofInfini
8th of September, 2002, 16:22
I have been busy lately with other commitments, I should be able to get a new spell up in a couple of days.

BigRedRod
8th of September, 2002, 17:06
do an origin of species spell
I love those :)

In fact thats the only reason i'd want to play an epic character :)

SponkleofInfini
8th of September, 2002, 18:41
Yes an origin of species spell would be good, maybe I'll use a celestial or dragon as the species to be created.

SponkleofInfini
9th of September, 2002, 12:14
I have almost completed the spell but have encoutered some snags. I have sent some queries to wizards, hopefully they will be answered soon. I should have the spell up in a few days, hopefully sooner if wizards answers my questions promptly.

BigRedRod
10th of September, 2002, 17:10
The little sidebar job for Origin of Species spells seems to be a little vague :)
You have to use a good deal of guessing and comparrison of powers to the bird-demon-example

So what did you end up working on a spell to create?

SponkleofInfini
10th of September, 2002, 17:53
I was going to make it an origin of species which enables casters to create Hound Archons. I thought the celestial thing would be appropriate with epic characters, as assention to god-hood is all the more likely :)

Dust
11th of September, 2002, 02:00
Here's one that Tala is having my character research in World Aflame:

Change Breath Weapon
Transmutation
Level: Sorc/Mage 4, Cleric 4
Components: V/S/M
Casting Time: 1 round
Range: Short
Target: One true dragon
Duration: 1 hour/caster level
Saving Throw: Will negates
Spell Resistance: Yes

This spell changes the breath weapon of any true dragon to another energy type. It retains all other properties of its normal state, excepting only the secondary breath weapons of metallic dragons, which will be discussed below. The caster may change the breath weapon at any time as a move equivalent action, and may choose to allow the dragon to do the same when the spell is cast, but if the dragon has multiple breath weapons, only one is affected. Example: A mage with a ring of fire resistance casts Change Breath Weapon on a white dragon, who fails both his save and his spell resistance roll. He changes its breath weapon to fire. It still has all properties of a white dragon's normal breath weapon, including range, area, damage, save etc. except that it does fire damage instead of cold damage.

A metallic dragon's secondary breath weapon can also be changed, in one of two ways. First, it can be changed to imitate any other metallic dragon's secondary breath weapon, or second it can be changed to be like the dragon's main breath weapon, except a differant energy type. A silver dragon casts change breath weapon on his secondary breath weapon, the cone of paralyzing gas. He sets it initially to be a cone of fire that in all ways is exactly the same as his main breath weapon. Once he is done needing fire, he takes a move equivalent action to will it to change to acid. Once he's done needing acid, he takes another move equivalent action to change it to a cone of sleep gas that mirrors a gold dragon's, except that the save would be differant.

The material component for this spell is a scale from the dragon whose breath weapon is to be changed

Dust
11th of September, 2002, 02:11
Omniplanar Message
Transmutation [Language-Dependent]
Level: Sor/Wiz 6, Clr 6
Components: V, S, F/MF
Casting Time: 1 action
Range: See Text
Targets: One Creature/Level
Duration: 10 minutes/Level
Saving Throw: None
Spell Resistance: No

This spell allows the caster to speak with a creature that shares the same language. A caster must know the name of the creature to be contacted or having something that once belonged to the creature.
Omniplanar Message works at any distance and even when the target(s) are on another plane. Magical silence and dead magic areas block this spell. The spell does not allow the caster to know the location of the target, and no spells may be cast through Omniplanar Message.

Dust
11th of September, 2002, 02:15
Power Surge
Transmutation
Level: Clr 9
Components: V
Casting Time: Free Action
Range: Personal
Effect: One of your spells
Duration: 1 round

Power Surge enhances the next spell you cast, making it more difficult for targets to resist. Casting Power Surge is a free action, allowing you to cast the spell to be enhanced in the same round as this spell. The saving throw DC of the enhanced spell is increased by 2d6, and the effective caster level of the spell increases by 1d10.

SponkleofInfini
11th of September, 2002, 09:13
Just a couple of questions:

With change Breath Weapon, why only true dragons?

Now with Power Surge, all you're doing is making a beefed up Heightened Spell. Why is the DC increase slightly better then the effective caster level, shouldn't the heightened caster level actually effect spell DC automatically? I also feel the increase is a bit high, like at level 20 you can cast this spell and you could have an effective caster level of 30.....even more if you apply metamagic feats to it when you get higher level spell slots when epic.

I quite like Omniplanar message though :)

SponkleofInfini
11th of September, 2002, 15:00
Now this spell was certainly a trial, but have finally completed it. As far as I know, using the method of creation from the ELH I am spot on with the spellcraft DC. The reason it has the mitigating factors it does is due to the plethora of spell-like, supernatural and extraordinary abilities Hound Archons have. By all means I could edit this spell to have only one caster but even burning 10,000 XP and having the casting time as 100 days the spellcraft DC would be phenominaly high. Now for the long awaited Origin of Species: Hound Archon spell :fun:

Origin of Species: Hound Archon

Conjuration (Creation, Healing)
Spellcraft DC: 75
Components: V, S, DF, XP, Ritual
Casting Time: 45 days 11 minutes
Range: 0ft
Effect: One constructed creature up to Medium-size (20 cu. ft.)
Duration: Permanent
Saving Throw: No
Spell Resistance: No
To Develop: GP 675,000; 13 days; 27,000 XP Seeds: Conjure (DC 21), Life (DC 27), Fortify (DC 17). Factors: +4 HD (5 HP per HD)(+20 DC), +9 Natural AC (+18 DC), add three more natural attacks (add hoc +6 DC), add aid, continual flame, detect evil and message spell-like abilities (+78 DC), add DR 10/+1 (+9 DC), add SR 16 (+9 DC), add Aura of Menace supernatural ability (+28 DC), add Magic Circle against Evil supernatural ability (+28 DC), add Teleport supernatural ability (+54 DC), add Tongues supernatural ability (+26 DC), electricity and Petrification immunity special quality (+56 DC), Alternate form supernatural ability (+42 DC), Scent extraordinary ability (+38 DC), +4 save against poison (+8 DC), permenent (x5 DC) Mitigating Factors: Increase casting time by 10 minutes (-20 DC), Increase Casting Time by 45 days (-90 DC), burn 2,500 XP (-250 DC), ten additional casters contributing 6th level spell slots (-110 DC).

Copied from an ancient stone tablet milenia ago, this spell litterally creates a new celestial: a Hound Archon, as it appears in the Monster Manual. A created Hound Archon does not possess the treasure, culture, or specific knowledge of a normal Hound Archon. If released among it's own kind, it quickly picks up Hound Archon traits and alignment.
XP Cost: 2,500 XP.

Dust
13th of September, 2002, 07:43
You make sense with Power Surge in many ways. I actually made it with Druid's help. It's based on Spell Enhancer, from Magic of Faerun.

As far as the caster level goes, I'm pretty sure CL doesn't affect DCs. I don't have the book in front of me, but I seem to remember that being the case. I think a DC is 10+stat mod+spell level. The increase in CL was designed to make it possible to get through SR.

Azyr
13th of September, 2002, 08:13
Abjuration
Level: Clr 3, Sor/Wiz 3
Components: V, S, F
Casting Time: 1 action
Range: Medium (100ft +10ft/level
Effect: Ray
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes (object)

A ray of crackling white energy leaps from your hand to touch one incorporeal creature. That creature loses its incorporeality for the duration of the spell, becoming bound by the rules of the Material Plane. As such, all benefits and hinderances of Incorporeality are lost, e.g. the creature may not travel through walls or ignore armour, may be struck as a normal creature, and so on.

SponkleofInfini
13th of September, 2002, 16:20
Yeah you are right Dust, don't know what I was thinking at the time.

Nice spell Azyr

SponkleofInfini
22nd of September, 2002, 17:43
This is just a revised version of Momento Mori, that I made to fit I character I have been making.

Slay

Necromancy [Death]
Spellcraft DC: 69
Components: None
Casting Time: 1 Action
Range: 300ft
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude partial (see text)
Spell Resistance: Yes
To Develop: 621,000 GP; 13 days; 24,840 XP. Seed: slay (DC 25). Factor: 1-action casting time (+20 DC), no verbal or somatic components (+4 DC), +10 to DC of subjects save (+20 DC).

The very essence of death materializes to form the image of a reaper which slashes at the targets life cord. Your will for death destroys the life force of a living creature of 80 or fewer HD, killing it instantly. The subject is entitled to a Fortitude saving throw (DC 30 + relavant ability modifier) to have a chance of surviving the attack. If the save is successful, the target instead takes 3d6+20 points of damage.

SponkleofInfini
18th of October, 2002, 07:48
I just thought I would Link to Setzer's New Epic Spell (http://www.online-role-playing.com/forums/showthread.php?s=&threadid=1033)

Altanira
25th of October, 2002, 00:40
Psionpowers

Veil of Unobtrusiveness
Telepathy
Psion 1, Psiwar 1
Display: Me
Manifestation Time: 1 Action
Range: Touch
Target: 1 Creature or Object
Duration: 10 mins/level
Power Points: 1

The target of a Veil of Unobtrusiveness becomes exceedingly hard to notice. Anyone seeking to interact with the target must make a Will save or not notice it. Once you have successfully saved once, yu don't have to save again.

Decieve Self
Telepathy
Psion 6
Display: Vi
Manifestation time: 1 action
Range: Personal
Target: You
Duration: 1 round/level
Power Points: 11

You change one aspect of the world around you in your mind (e.g, picture an open doorway in a blank wall, a bridge over a chasm, a set of lockpicks in an empty room). If you make a will save (DC 19--minumum DC for a 6th-level power), you impress your vision on the world--i.e, you can walk through the wall or over the chasm, open the lock, etc.

Setzer Gabbiani
25th of October, 2002, 01:24
Brain Freeze
Transmutation
Level: Sor/Wiz4
Components: V,S,M
Casting time: 1 action
Range: Touch
Effect: brain freeze
Duration: Instantaneous
Saving throw: Fortitude partial
Spell Resistance: Yes

When cast, all the liquid in a creature's brain freezes. The creature must have a brain similar to a humanoids, and the caster must be able to reach it's location (Such as head), nor does it work on a cold immune creature. On a failed save the brain stops funcitoning and the creature dies from the ultimate "brain freeze". On a successfu save, the creature takes 1d8+1/level (max +10) cold damage.
Material component: A small snow cone

SponkleofInfini
25th of October, 2002, 08:53
Veil of Unobtrusiveness is quite a good power but why not have it add +10 to Move Silently or Hide or both if you want to increase the power to a second level power. It is just that you don't make will saves to notice people it's not how they work.

I like you Decieve Self power; nice.

I gather your post Setzer is a joke spell :) where do people get snow cones in a medieval society?

itches
25th of October, 2002, 13:04
Well snow cones are really just ice ....

Altanira
25th of October, 2002, 13:47
Veil of Unobtrusiveness is like a beefed-up Sanctuary (since IMO psions should be better at that sort of thing) or a toned-down Invisibility (where you get a save to notice the target). The Will Save is the best way to get that across mechanically.

SponkleofInfini
25th of October, 2002, 13:58
Invisibility dosen't allow a save to notice the target it allows a save to negate becoming invisible. I still feel that some bonuses to the related skills would fit better for a 1st level power but I can see what you mean about a will save though.

Setzer Gabbiani
25th of October, 2002, 14:40
Semi-joke actually, change the material component to a crystal cone and it's actually useable in a medieval setting. Otherwise I think I have it balanced.

SponkleofInfini
25th of October, 2002, 22:17
Yeah it isn't a bad spell......I don't feel it is my cup of tea but it seems ok :) I think there is a similar spell in Relics and Rituals; but it encapsulates the person in Ice instead of giving them killer brain freeze :)

Setzer Gabbiani
30th of October, 2002, 06:37
Setzer's Trump Card
Transmutation
Level: Brd6
Components: V, M, XP
Casting Time: 1 minute
Range: 1 pack of cards
Effect: Pack of deadly cards
Duration: 1 hour/level or until used
Saving Throw: See text
Spell Resistance: See text

Upon casting this spell, a pack of special playing cards gain a +1/3 level enhancement bonus (max +5). They have the same statistics as a shuriken, except that 4 can be thrown per attack. The character is counted as proficient with them. With a successful hit there is a 5% chance that instead of damaging, the enemy must make a Fortitude save (DC=16+Cha modifier) or die. The spell produces 50 such cards.
Material component: Pack of specially prepared metal playing cards (350 gp)
XP: 50 XP

Special: If spell is hightened past 6th (Requiring an epic character), the max enhancement bounus goes up by +1/spell level used.

To create +1-+5 cards:
Craft magic arms and armor
caster level 3x enhancement bonus
Setzer's trump card
To create +6-+8 cards:
As above
Craft epic arms and armor
heighten spell
To create +9 and above cards:
As above
epic heighten spell

I just realized that the two spells never occopy the same class list (And is thus impossible). I'll have to retool the item a bit. For +1-+5 decks, it's 17,500 gp +2,500 XP + Cost of enhancement bonus. For +6-+8 it's the same, adjusted for the massive price of an epic enhancement weapon and for a higher level spell. For +9 or more I'll have to figure out how much more the spell goes up for being epic level.

SponkleofInfini
30th of October, 2002, 07:37
I like this alot, get a rogue type character and you have Gambit.

Setzer Gabbiani
30th of October, 2002, 08:00
Sorta. I'm still finishing the post (Obviously). This spell's based on FF VI Setzer's most powerful weapon. The 17,500 is extra gp due to components, and the 2,500 is XP component (Not including actual item creation costs).

Setzer Gabbiani
1st of November, 2002, 13:52
Death Haze
Spellcraft DC:
Components: V, S
Casting Time: 1 minute
Range: Self
Area: 30ft. emination centered on caster
Duration: 20 hours
Saving throw: Fort half
Spell Resistance: Yes
To Develop: (38 DC) area x200% (+8 DC), die d10 (+20 DC), caster may supress areas of spell (ad hoc +xx DC)

The caster is sheathed in a misty haze, slightly darkening the air around him/her. This extends outward to 30ft., and sears anything within that range. Anything that enters the emination takes 5d10 acid and 5d10 fire damage each round as the haze eats away at it. The caster may supress areas of the haze, as to not damage allies. The suppression lasts until the caster's next turn, and is a free action to activate/maintain. The caster is immune to his/her own death haze.

Finish later...

Setzer Gabbiani
20th of November, 2002, 13:18
...On second thought, I may never finish that spell. Anyone who actually wants to study it can find out the cost anyway.

This isn't a spell, but an epic metamagic feat.

Expand Spell [Metamagic] [Epic]
A spell's natural power limit can be surpassed.
Prerequisites: Ability to cast 9th level arcane or divine spells, caster level 21st+, Empower Spell
Benefit: A nondamaging spell's natural maximum is doubled. An expanded greater magic weapon has a maximum enhancement bonus of +10, an expanded protection from arrows can confer damage reduction 10/+10 and absorb up to 200 damage, and so forth. An expanded spell uses up a spell slot four levels higher than the base spell.
Special: This feat can be applied to a spell more than once. Remember that two doublings equal a tripling, and so forth.

SponkleofInfini
20th of November, 2002, 16:06
The Epic feat Enhance Spell raises the damage cap of spells making this feat kinda redundant except for a few spells. Umm what does this feat increase the damage/effect by?

Setzer Gabbiani
21st of November, 2002, 00:45
I changed the effect and reduced the spell level cost to 3. The spell affects nondamage spells that require levels, but have a maximum. For example, greater magic weapon would now be a 6th level spell if cast by a wizard, but the +5 maximum to enhancement bonuses no longer applies. The feat makes utility spells considerably more useful at epic levels. A good use of the feat is a limitless stoneskin.

Setzer Gabbiani
21st of November, 2002, 01:31
Perhaps I'll add a few more feats before I go to spells again.

Enhanced Alchemy [General]
Prerequisites: Alchemy 8+ ranks, Int 17+, Skill Focus [Alchemy]
Benefit: You Int bonus is added to the save DC of any alchemical item you make that has a save DC. Using this feat increases the Alchemy DC by +5 to make the item.

SponkleofInfini
21st of November, 2002, 08:52
I am still not understanding Limitless Spell Completely. Like is there a maximum at all or can you just state a number and that is that when using the feat?

Setzer Gabbiani
21st of November, 2002, 09:45
Reworked feat nearly completely. The basic idea was a class feature in the epic-level special in Dragon magazine anyway.

SponkleofInfini
21st of November, 2002, 16:12
I quite like the new feat.

RodrikOfTor
11th of November, 2003, 08:43
I like the spells. Also, do you think you could type up my idea of a spell? I call it 'Meteor Rain'. Though the name is almost self-explanatory, it does this: Clouds circle above the caster, and red-hot meteors start falling from the clouds. Occasionly little red impish creatures will come out of the meteor, acting as Small 1d6 hit die beasts.