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<blockquote data-quote="Beefermatic" data-source="post: 9120360" data-attributes="member: 6670757"><p>So I made a few spells based on Elden Ring, namely some of the abilities of Morgot the Omen King and Mohg Lord of Blood, hope you all enjoy, tell me what you think? I worked with a few friends to try to balance them and make sure they're usable.</p><p></p><p><span style="font-size: 18px"><strong>Holy Daggers</strong></span></p><p></p><p>School evocation; Level cleric 1, omdura 1; paladin 1, Domain light 2</p><p></p><p>CASTING</p><p></p><p>Casting Time 1 standard action</p><p>Components V, S</p><p></p><p>EFFECT</p><p></p><p>Range 0 ft.</p><p>Summons a dagger of light</p><p>Duration 1 min./level (D)</p><p>Saving Throw none; Spell Resistance yes</p><p></p><p>A luminous dagger of holy light appears in your hand shedding light like a torch.</p><p></p><p>In addition to providing illumination, the daggers can be hurled or used to attack enemies. You can strike an opponent with a melee touch attack, dealing holy damage equal to 1d4 + 1 point per caster level (maximum +5) or 1d6 +1 (maximum +10) vs evil outsiders or undead. Alternatively, you can hurl the daggers up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the daggers than a new one appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves</p><p></p><p></p><p><span style="font-size: 18px"><strong>Fan of Holy Knives</strong></span></p><p></p><p>School evocation; Level cleric 3, omdura 2, paladin 2, Domain light 3</p><p></p><p>CASTING</p><p></p><p>Casting Time 1 standard action</p><p>Components V, S</p><p></p><p>EFFECT</p><p></p><p>Range 0 ft.</p><p>Summons multiple daggers of light</p><p>Duration 1 min./ 3 levels (D)</p><p>Saving Throw none; Spell Resistance yes</p><p></p><p>A fan of luminous daggers of holy light appears in your hand shedding light like torches.</p><p></p><p>In addition to providing illumination, the daggers can be hurled or used to attack enemies. You can strike an opponent with a melee touch attack, dealing holy damage equal to 3d4 + 1 point per caster level (maximum +5) or 3d6 +1 (maximum +10) vs evil outsiders or undead. Alternatively, you can hurl the daggers up to 120 feet as a thrown weapon. When doing so you attack with a ranged touch attack (with no range penalty) and deal 1d4 +1 per caster level (maximum +5) or 1d6 +1 per level (maximum of +10) to evil outsiders or undead.</p><p>When thrown the daggers split into 3 hitting both the primary target and 2 adjacent targets no further than 30 ft apart, each with their own ranged touch attack. These cannot target the same creature unless that creature is huge size or larger. All three daggers when thrown as a volley are considered part of the same attack for purposes of this spell. No sooner do you hurl the daggers than a new set appears in your hand and iterative attacks are possible. Each volley of attacks you make or each melee attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves</p><p></p><p></p><p><span style="font-size: 18px"><strong>Rain of Holy Knives</strong></span></p><p></p><p>School evocation; Level cleric 6, omdura 4, paladin 4, Domain light 7</p><p></p><p>CASTING</p><p></p><p>Casting Time 1 full round action</p><p>Components V, S</p><p></p><p>EFFECT</p><p></p><p>Range Close range (25 ft + 5ft every 2 levels) Radius burst centered on you 40 feet high.</p><p>Summons a rain of daggers of light</p><p>Duration 1 round/ 2 levels (D)</p><p>Saving Throw Reflex; Spell Resistance yes</p><p></p><p>A rain of luminous daggers of holy light appears in the air around you. As you thrust your weapon downwards the blades rain down around you.</p><p></p><p>You create a hail of luminous holy daggers that shed light as a Sunlight spell and deal continuous damage for a number of rounds. The spell targets all foes within the area of effect, ignoring allied and dealing 1d4 damage for every 3 caster levels to a maximum of 6d4 at 18th level and continues to deal this damage every round for every 2 caster levels the caster possesses maximum of 10 rounds at 19th level and dazzles the foe for 1 round per caster level, maximum 20 at 20th level This deals 1d8 damage every 3 caster levels to a maximum of 6d8 damage to undead and evil outsiders and blinds them for 1 round and dazzles them for 1 minute per level, maximum of 20 minutes at 20th level. A Reflex save can be made to half the damage and negate the blinding or dazzling effect. Each round the opponent remains in the effect they must make a new saving throw, though the blinding effect is reduced to Dazzled for every round beyond the first for any evil outsider or undead who remains in the effect. Any opponent who enters the effect after the first round it is cast is treated as if it were the first round for purposes of the blinding effect. The effect sheds light like a torch out to a radius of 30 ft beyond the range of the affected area and as bright as a Sunlight spell within the radius of the attack itself.</p><p></p><p></p><p><strong><span style="font-size: 18px">Bloodhound Step</span></strong></p><p></p><p>Level: 3rd-level Conjuration (Teleportation), 3rd-level Wizard/Sorcerer, 2nd-level Ranger, 2nd-Level Magus, 2nd-level Omdura, 3rd-level Cleric, 3rd-level Druid, 3rd-level Domain: Travel</p><p></p><p></p><p>CASTING</p><p></p><p>Casting Time: 1 move action</p><p>Components: S</p><p></p><p>EFFECT</p><p></p><p>Range: Personal</p><p>Swiftly dart around in near teleport bursts</p><p>Duration: 1 round/level</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p></p><p>Description: When you cast Bloodhound Step, you can momentarily pseudo-teleport to any other location within 30 feet every round during the spell's duration as a swift action. You do not truly teleport with this spell, simply willing yourself to a close by location so rapidly you appear to vanish and reappear. This can be used for strategic repositioning, escaping danger, or reaching difficult places, this cannot however allow you to pass through walls, escape binds or or otherwise reach an area you cannot physically reach, however it can be used to bypass difficult terrain and low obstacles and walls. You also cannot use this to effectively fly only being able to move 30 ft up at a time, by the time you cast it again you'll have already dropped back down though it can be used to safely climb down a steep grade or 30 ft drop.</p><p></p><p></p><p><strong><span style="font-size: 18px">Boodflame Splash</span></strong></p><p></p><p>Level: 4th level necromancy Cleric 4, Wizard/Sorcerer 4, Omdura 3, Magus 3, Domain blood 4</p><p></p><p>School: Conjuration (Creation)</p><p></p><p>CASTING</p><p></p><p>Casting Time: 1 standard action</p><p>Components V, S, a drop of Demon or Devil blood</p><p></p><p>EFFECT</p><p></p><p>Conjures a splash of flaming blood</p><p>Range: 30-foot cone or 60 ft line</p><p>Area: cone or line shaped burst</p><p>Duration: 1 round/level (Hazard)</p><p>Saving Throw: Reflex half</p><p>Spell Resistance: Yes</p><p></p><p>Description: When you cast Bloodflame Splash, you reach into the ether and conjure a gruesome sight—a spray of flaming blood that engulfs a 30-foot cone-shaped or 60 ft line-shaped area in front of you. This vile mixture inflicts both fire damage, bleeding damage, and creates a lingering hazard.</p><p></p><p>Targets in the area take 6d6 fire damage, and 1d4 bleed damage with a successful Reflex save for half fire damage and negating the bleed effect.</p><p></p><p>Additionally, the area becomes hazardous for 1 round per caster level. Any creature entering or starting its turn in the area must make a Reflex save or take 2d4 points of fire damage and 1d4 points of bleed damage from the flaming blood hazard. A successful Reflex reduces the fire damage by half and negates the bleed damage. Subsequent rounds within the area will cause a stacking bleed effect and the target will continue to bleed unless a Heal check equal to the spell DC or a single point of magic healing is applied.</p><p></p><p>The caster is immune to the effects of this spell.</p><p></p><p></p><p><span style="font-size: 18px"><strong>Bloodflame Rain</strong></span></p><p></p><p>Level: 6th-level conjuration, 6th-level Wizard/Sorcerer, 6th-level Cleric, 4th-level Omdura, 4th-level Magus, Domain blood 6</p><p></p><p>School: Conjuration (Creation)</p><p></p><p>CASTING</p><p></p><p>Casting Time: 1 standard action</p><p>Components: V, S, a drop of demon or devil blood</p><p></p><p>EFFECT</p><p>Range: 40-ft cone</p><p>Conjures a shower of flaming blood</p><p>Area: 40-ft cone starting 40-ft above the caster spraying the area directly below you</p><p>Duration: 1 round/2 levels, 1 round/level (Hazard)</p><p>Saving Throw: Reflex half</p><p>Spell Resistance: Yes</p><p></p><p>Description: When you cast Bloodflame Rain, you stab into the ether above you, causing a continuous cascade of flaming blood to pour down from above, covering a 40-foot-radius cone shaped area starting from a point 40 feet above you for a number of rounds equal to your 1/2 your caster level and creating a hazard for a number of rounds equal to your level. This grotesque spectacle deals fire damage, bleeding damage, and creates a hazardous zone.</p><p></p><p>The initial damage from the spell is 6d6 points of fire damage and 2d4 bleed damage as the area is engulfed in bloodfire. A successful Reflex save halves the fire damage and negates the bleed effect.</p><p></p><p>As the bloodfire sprays down, at the beginning of each affected creature's turn within the area of effect, or any creature entering the effect must make a Reflex save or take an additional 3d6 points of fire damage and 1d4 bleed damage while the blood rains down and an additional 2d4 points of fire damage and 1d4 points of bleed damage from the flaming blood hazard. The blood sprays down for a number of rounds equal to 1/2 your level to a maximum of 10 rounds at level 19, and the hazard remains for a number of rounds equal to your caster level. A successful Reflex reduces the fire damage by half and negates the bleed damage. The same Reflex save affects both effects.</p><p></p><p>Subsequent rounds within the area will cause a stacking bleed effect and the target will continue to bleed unless a Heal check equal to the spell DC or a single point of magic healing is applied.</p><p></p><p>The caster is immune to the effects of this spell.</p></blockquote><p></p>
[QUOTE="Beefermatic, post: 9120360, member: 6670757"] So I made a few spells based on Elden Ring, namely some of the abilities of Morgot the Omen King and Mohg Lord of Blood, hope you all enjoy, tell me what you think? I worked with a few friends to try to balance them and make sure they're usable. [SIZE=5][B]Holy Daggers[/B][/SIZE] School evocation; Level cleric 1, omdura 1; paladin 1, Domain light 2 CASTING Casting Time 1 standard action Components V, S EFFECT Range 0 ft. Summons a dagger of light Duration 1 min./level (D) Saving Throw none; Spell Resistance yes A luminous dagger of holy light appears in your hand shedding light like a torch. In addition to providing illumination, the daggers can be hurled or used to attack enemies. You can strike an opponent with a melee touch attack, dealing holy damage equal to 1d4 + 1 point per caster level (maximum +5) or 1d6 +1 (maximum +10) vs evil outsiders or undead. Alternatively, you can hurl the daggers up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the daggers than a new one appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves [SIZE=5][B]Fan of Holy Knives[/B][/SIZE] School evocation; Level cleric 3, omdura 2, paladin 2, Domain light 3 CASTING Casting Time 1 standard action Components V, S EFFECT Range 0 ft. Summons multiple daggers of light Duration 1 min./ 3 levels (D) Saving Throw none; Spell Resistance yes A fan of luminous daggers of holy light appears in your hand shedding light like torches. In addition to providing illumination, the daggers can be hurled or used to attack enemies. You can strike an opponent with a melee touch attack, dealing holy damage equal to 3d4 + 1 point per caster level (maximum +5) or 3d6 +1 (maximum +10) vs evil outsiders or undead. Alternatively, you can hurl the daggers up to 120 feet as a thrown weapon. When doing so you attack with a ranged touch attack (with no range penalty) and deal 1d4 +1 per caster level (maximum +5) or 1d6 +1 per level (maximum of +10) to evil outsiders or undead. When thrown the daggers split into 3 hitting both the primary target and 2 adjacent targets no further than 30 ft apart, each with their own ranged touch attack. These cannot target the same creature unless that creature is huge size or larger. All three daggers when thrown as a volley are considered part of the same attack for purposes of this spell. No sooner do you hurl the daggers than a new set appears in your hand and iterative attacks are possible. Each volley of attacks you make or each melee attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves [SIZE=5][B]Rain of Holy Knives[/B][/SIZE] School evocation; Level cleric 6, omdura 4, paladin 4, Domain light 7 CASTING Casting Time 1 full round action Components V, S EFFECT Range Close range (25 ft + 5ft every 2 levels) Radius burst centered on you 40 feet high. Summons a rain of daggers of light Duration 1 round/ 2 levels (D) Saving Throw Reflex; Spell Resistance yes A rain of luminous daggers of holy light appears in the air around you. As you thrust your weapon downwards the blades rain down around you. You create a hail of luminous holy daggers that shed light as a Sunlight spell and deal continuous damage for a number of rounds. The spell targets all foes within the area of effect, ignoring allied and dealing 1d4 damage for every 3 caster levels to a maximum of 6d4 at 18th level and continues to deal this damage every round for every 2 caster levels the caster possesses maximum of 10 rounds at 19th level and dazzles the foe for 1 round per caster level, maximum 20 at 20th level This deals 1d8 damage every 3 caster levels to a maximum of 6d8 damage to undead and evil outsiders and blinds them for 1 round and dazzles them for 1 minute per level, maximum of 20 minutes at 20th level. A Reflex save can be made to half the damage and negate the blinding or dazzling effect. Each round the opponent remains in the effect they must make a new saving throw, though the blinding effect is reduced to Dazzled for every round beyond the first for any evil outsider or undead who remains in the effect. Any opponent who enters the effect after the first round it is cast is treated as if it were the first round for purposes of the blinding effect. The effect sheds light like a torch out to a radius of 30 ft beyond the range of the affected area and as bright as a Sunlight spell within the radius of the attack itself. [B][SIZE=5]Bloodhound Step[/SIZE][/B] Level: 3rd-level Conjuration (Teleportation), 3rd-level Wizard/Sorcerer, 2nd-level Ranger, 2nd-Level Magus, 2nd-level Omdura, 3rd-level Cleric, 3rd-level Druid, 3rd-level Domain: Travel CASTING Casting Time: 1 move action Components: S EFFECT Range: Personal Swiftly dart around in near teleport bursts Duration: 1 round/level Saving Throw: None Spell Resistance: No Description: When you cast Bloodhound Step, you can momentarily pseudo-teleport to any other location within 30 feet every round during the spell's duration as a swift action. You do not truly teleport with this spell, simply willing yourself to a close by location so rapidly you appear to vanish and reappear. This can be used for strategic repositioning, escaping danger, or reaching difficult places, this cannot however allow you to pass through walls, escape binds or or otherwise reach an area you cannot physically reach, however it can be used to bypass difficult terrain and low obstacles and walls. You also cannot use this to effectively fly only being able to move 30 ft up at a time, by the time you cast it again you'll have already dropped back down though it can be used to safely climb down a steep grade or 30 ft drop. [B][SIZE=5]Boodflame Splash[/SIZE][/B] Level: 4th level necromancy Cleric 4, Wizard/Sorcerer 4, Omdura 3, Magus 3, Domain blood 4 School: Conjuration (Creation) CASTING Casting Time: 1 standard action Components V, S, a drop of Demon or Devil blood EFFECT Conjures a splash of flaming blood Range: 30-foot cone or 60 ft line Area: cone or line shaped burst Duration: 1 round/level (Hazard) Saving Throw: Reflex half Spell Resistance: Yes Description: When you cast Bloodflame Splash, you reach into the ether and conjure a gruesome sight—a spray of flaming blood that engulfs a 30-foot cone-shaped or 60 ft line-shaped area in front of you. This vile mixture inflicts both fire damage, bleeding damage, and creates a lingering hazard. Targets in the area take 6d6 fire damage, and 1d4 bleed damage with a successful Reflex save for half fire damage and negating the bleed effect. Additionally, the area becomes hazardous for 1 round per caster level. Any creature entering or starting its turn in the area must make a Reflex save or take 2d4 points of fire damage and 1d4 points of bleed damage from the flaming blood hazard. A successful Reflex reduces the fire damage by half and negates the bleed damage. Subsequent rounds within the area will cause a stacking bleed effect and the target will continue to bleed unless a Heal check equal to the spell DC or a single point of magic healing is applied. The caster is immune to the effects of this spell. [SIZE=5][B]Bloodflame Rain[/B][/SIZE] Level: 6th-level conjuration, 6th-level Wizard/Sorcerer, 6th-level Cleric, 4th-level Omdura, 4th-level Magus, Domain blood 6 School: Conjuration (Creation) CASTING Casting Time: 1 standard action Components: V, S, a drop of demon or devil blood EFFECT Range: 40-ft cone Conjures a shower of flaming blood Area: 40-ft cone starting 40-ft above the caster spraying the area directly below you Duration: 1 round/2 levels, 1 round/level (Hazard) Saving Throw: Reflex half Spell Resistance: Yes Description: When you cast Bloodflame Rain, you stab into the ether above you, causing a continuous cascade of flaming blood to pour down from above, covering a 40-foot-radius cone shaped area starting from a point 40 feet above you for a number of rounds equal to your 1/2 your caster level and creating a hazard for a number of rounds equal to your level. This grotesque spectacle deals fire damage, bleeding damage, and creates a hazardous zone. The initial damage from the spell is 6d6 points of fire damage and 2d4 bleed damage as the area is engulfed in bloodfire. A successful Reflex save halves the fire damage and negates the bleed effect. As the bloodfire sprays down, at the beginning of each affected creature's turn within the area of effect, or any creature entering the effect must make a Reflex save or take an additional 3d6 points of fire damage and 1d4 bleed damage while the blood rains down and an additional 2d4 points of fire damage and 1d4 points of bleed damage from the flaming blood hazard. The blood sprays down for a number of rounds equal to 1/2 your level to a maximum of 10 rounds at level 19, and the hazard remains for a number of rounds equal to your caster level. A successful Reflex reduces the fire damage by half and negates the bleed damage. The same Reflex save affects both effects. Subsequent rounds within the area will cause a stacking bleed effect and the target will continue to bleed unless a Heal check equal to the spell DC or a single point of magic healing is applied. The caster is immune to the effects of this spell. [/QUOTE]
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