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General Tabletop Discussion
*Pathfinder & Starfinder
New Spells: Crystal Bulwark, Crystal Shard Spray, Crystal Barrier(Edited)
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<blockquote data-quote="Merlion" data-source="post: 1458007" data-attributes="member: 10397"><p>Ok I promise no more Crystal spells for a while after this. Tell me what you think </p><p></p><p></p><p></p><p>Crystal Bulwark</p><p>Conjuration (Creation)</p><p>Level: Sor/Wiz 4</p><p>Components: V, S, </p><p>Casting Time: 1 standard action</p><p>Range: 0</p><p>Effect: Crystal shield</p><p>Duration: 1 minute/level</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p></p><p>This spell conjures a large shield composed of shimmering multi-hued crystal. It acts in all ways as a +1 large shield, including arcane spell failure and armor check penalty. Anyone may carry the shield. It has a hardness of 12 and 18 hit points.</p><p>The shield also has the ability to absorb energy. Whenever the bearer of the shield takes damage from a spell or a spell like or supernatural ability, the damage is reduced by 5. The shield may absorb up to 50 points of damage. Every ten points of damage absorb by the shield gives it 1 energy point.</p><p>Also, the bearer of the shield may ready an action to have the shield absorb spells targeted at the bearer. The shield may absorb a maximum of 1d4+2 levels of spells. Each spell level absorbed gives the shield 1 energy point. If someone attempts to absorb a spell higher in level than the shield’s current capacity, the attempt fails and the spell proceeds as normal.</p><p>The energy points stored in the shield may be used in one of two ways. Anyone bearing the shield may convert energy points into bolts of magical energy. Discharging a bolt is a standard action that provokes an attack of opportunity. These bolts have a range of Close (25 ft +5 ft/2 levels) and require a ranged touch attack to hit. A bolt does 1d4 damage for each energy point expended. The maximum damage that can be dealt with the bolts is 10d4, divided among however many bolts, however you choose. </p><p>Alternately, the original caster, and only the caster may use the energy points to cast any spell he knows or has prepared without losing the prepared spell or spell slot. This ability functions only with spells of 3rd level or lower. Using this ability requires two energy points per level of the spell being cast.</p><p>When the duration expires, or when the shield has absorbed all the damage and spells it can, the shield vanishes, and any unused energy goes with it</p><p></p><p>Crystal Shard Spray</p><p>Conjuration (Creation)</p><p>Level: Sor/Wiz 4</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: 40 feet</p><p>Area: Cone-shaped burst</p><p>Saving Throw: Reflex Half</p><p>Spell Resistance: No</p><p></p><p>This spell conjures a spray of iridescent multi-hued shards of crystal that are infused with magical energy. These shards deal 1d6 damage per level (max 10d6) to all creatures in this area. Half the damage is piercing damage, half is magical energy damage. The shards are considered +1 weapons for purposes of Damage Reduction.</p><p></p><p></p><p></p><p>Crystal Barrier</p><p>Conjuration (Creation)</p><p>Level: Sor/Wiz 4</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: Close (25 ft, +5 ft/2 levels)</p><p>Effect: Anchored plane of crystal, up to one 10-ft square per level, or a hemisphere with a radius of up to 3 ft +1 foot per level.</p><p>Duration: 1 minute/level</p><p>Saving Throw:</p><p>Spell Resistance: No</p><p></p><p>This spell conjures a barrier of crystal to block enemies. It can be either a continuous wall, or a hemisphere. The wall cannot form in an area already occupied by physical objects. It must be smooth and unbroken when created. Any creature adjacent to the wall may attempt a Reflex save to disrupt the wall as it forms. Success immediately ends the spell.</p><p>Crystal wall: a barrier of solid crystal appears. The wall is 1 inch thick per 2 caster levels, and covers up to one 10 foot square per caster level. (So a 10th level wizard could create a wall 100 feet long and 10 feet high, or a wall 50 feet long and 20 feet high or any similar combination). The plane can be oriented in any fashion, as long as it is anchored. A vertical wall need only be anchored to the floor, but a horizontal or slanted plane must be anchored on two opposite sides.</p><p>Each 10 foot section of wall has 15 hit points per inch of thickness, and hardness 8. A section of wall who’s hitpoints are reduced to 0 is breached. If a character tries to break through the barrier with a single attack, the DC for the Strength check is 20, +1 per inch of thickness. The wall is also charged with magical energy, so any creature that breaks through a portion of the wall takes 1d6 damage, +1 point per caster level.</p><p>Hemisphere: The wall takes the form of a hemisphere with a radius of 3 feet +1 foot per caster level. So a 9th level caster can create a hemisphere with a radius of up to 12 feet. It is otherwise identical to the crystal wall form.</p></blockquote><p></p>
[QUOTE="Merlion, post: 1458007, member: 10397"] Ok I promise no more Crystal spells for a while after this. Tell me what you think Crystal Bulwark Conjuration (Creation) Level: Sor/Wiz 4 Components: V, S, Casting Time: 1 standard action Range: 0 Effect: Crystal shield Duration: 1 minute/level Saving Throw: None Spell Resistance: No This spell conjures a large shield composed of shimmering multi-hued crystal. It acts in all ways as a +1 large shield, including arcane spell failure and armor check penalty. Anyone may carry the shield. It has a hardness of 12 and 18 hit points. The shield also has the ability to absorb energy. Whenever the bearer of the shield takes damage from a spell or a spell like or supernatural ability, the damage is reduced by 5. The shield may absorb up to 50 points of damage. Every ten points of damage absorb by the shield gives it 1 energy point. Also, the bearer of the shield may ready an action to have the shield absorb spells targeted at the bearer. The shield may absorb a maximum of 1d4+2 levels of spells. Each spell level absorbed gives the shield 1 energy point. If someone attempts to absorb a spell higher in level than the shield’s current capacity, the attempt fails and the spell proceeds as normal. The energy points stored in the shield may be used in one of two ways. Anyone bearing the shield may convert energy points into bolts of magical energy. Discharging a bolt is a standard action that provokes an attack of opportunity. These bolts have a range of Close (25 ft +5 ft/2 levels) and require a ranged touch attack to hit. A bolt does 1d4 damage for each energy point expended. The maximum damage that can be dealt with the bolts is 10d4, divided among however many bolts, however you choose. Alternately, the original caster, and only the caster may use the energy points to cast any spell he knows or has prepared without losing the prepared spell or spell slot. This ability functions only with spells of 3rd level or lower. Using this ability requires two energy points per level of the spell being cast. When the duration expires, or when the shield has absorbed all the damage and spells it can, the shield vanishes, and any unused energy goes with it Crystal Shard Spray Conjuration (Creation) Level: Sor/Wiz 4 Components: V, S Casting Time: 1 standard action Range: 40 feet Area: Cone-shaped burst Saving Throw: Reflex Half Spell Resistance: No This spell conjures a spray of iridescent multi-hued shards of crystal that are infused with magical energy. These shards deal 1d6 damage per level (max 10d6) to all creatures in this area. Half the damage is piercing damage, half is magical energy damage. The shards are considered +1 weapons for purposes of Damage Reduction. Crystal Barrier Conjuration (Creation) Level: Sor/Wiz 4 Components: V, S Casting Time: 1 standard action Range: Close (25 ft, +5 ft/2 levels) Effect: Anchored plane of crystal, up to one 10-ft square per level, or a hemisphere with a radius of up to 3 ft +1 foot per level. Duration: 1 minute/level Saving Throw: Spell Resistance: No This spell conjures a barrier of crystal to block enemies. It can be either a continuous wall, or a hemisphere. The wall cannot form in an area already occupied by physical objects. It must be smooth and unbroken when created. Any creature adjacent to the wall may attempt a Reflex save to disrupt the wall as it forms. Success immediately ends the spell. Crystal wall: a barrier of solid crystal appears. The wall is 1 inch thick per 2 caster levels, and covers up to one 10 foot square per caster level. (So a 10th level wizard could create a wall 100 feet long and 10 feet high, or a wall 50 feet long and 20 feet high or any similar combination). The plane can be oriented in any fashion, as long as it is anchored. A vertical wall need only be anchored to the floor, but a horizontal or slanted plane must be anchored on two opposite sides. Each 10 foot section of wall has 15 hit points per inch of thickness, and hardness 8. A section of wall who’s hitpoints are reduced to 0 is breached. If a character tries to break through the barrier with a single attack, the DC for the Strength check is 20, +1 per inch of thickness. The wall is also charged with magical energy, so any creature that breaks through a portion of the wall takes 1d6 damage, +1 point per caster level. Hemisphere: The wall takes the form of a hemisphere with a radius of 3 feet +1 foot per caster level. So a 9th level caster can create a hemisphere with a radius of up to 12 feet. It is otherwise identical to the crystal wall form. [/QUOTE]
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New Spells: Crystal Bulwark, Crystal Shard Spray, Crystal Barrier(Edited)
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