All the spells that I have made to date come all and see them


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Just an idea on the Mixed Beams. Why not make it one spell and allow the choice of two mixed elements be at that time. Since the damage cap for an individual spell is low it wouldn't over balance being able to choose at casting time. Did that make since? I guess what I mean is being able to choose fire when fighting a cold descriptor creature who is more vulnerable is balanced by the spell only doing half of that weakness type of damage compared to a similiar spell. ie at max 5d6 fire not 10d6 fire.

Does that make sense?

Would balance the slightly lower damage caps.
 

shallown I have made one typs of these as well plus one for force so there is alot like 11 moer that I dont have here so I jave bean makey spells I wont post them yet for I want to make more, unless you you want to see them now in that case ill postem.
 


I seem to remember a few spells that you've made, but aren't on here. Where's Lesser Fireball from the Wuha thread, f'rinstance? Otherwise, very neat! These seem mostly balanced, and all very cool. :cool:
 

This is how I would do the spell...

Pashem Hamad's Immolation

Evocation [Fire]
Level: Sor/Wiz 5
Casting Time: 1 action
Range: Personal
Duration: Inst.
Target: 1 creature
Components: V,S,M
Saving Throw:Yes
Spell Resistance: Yes

The caster causes one creature to burst into flames. The caster must have a clear line of sight to the target. Once the target is chosen, the caster mumbles the word " Hariq!! " ( pronounced Hareek, Which means burn ) and points at his intended target. A successful Fort save negates the spell.
Once ingnited, the creature will suffer d6 per caster level of damage, max 15d6 damage.
The most troublesome effect of this spell is not the damge inflicted upon the creature, but possibly the damage that is inflicted upon any flamable items the creature may be carrying. Every flamable item on the creature will suffer damage as well.
 

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Here's an Al Qadim spell hat Derek Lane converted...It is kind of like what you were going for with your Immolation Spell.

You'll love this one!

Conflagration
Evocation [Fire]
Level: Sah [flame] 9, Sor/Wiz 9
Components: V, S, M
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Target: 1 creature
Duration: 1 round/level
Saving Throw: Reflex half (see text)
Spell Resistance: Yes

This gruesome spell sets a living creature on fire, incinerating its hair, and clothing, and at least the top layer of flesh.
The target takes 2d6 damage each round, with no saving throw. Individuals within 10 feet of the target are allowed a Reflex saving throw. Failure means that they, too, take the 2d6 hit points of fire damage; success means the damage is halved. As conflagration inflicts continuos damage, Concentration checks are required to cast spells in the area.
The living target of the conflagration can move and fight normally as long as he lives, and all those within 10 feet at any time during the round are subject to fire damage.
Death brings no relief. Upon death, the target's corpse falls under the control of the caster (if he is within range), who can animate the target as a standard action, causing the body to stagger 20 ft. each round, spreading further destruction.
Conflagration is difficult to thwart without magical means. Spraying the target with water or sand only creates a billowing cloud of steam or hot dust within 20 feet of the target, causing 4d6 points of additional fire damage to those within the cloud (but not to the target). Complete immersion in a large amount of water, or burial beneath the sand, reduces damage to 1 point per round for both the target and those within 10 feet. A well or reflecting pool does not contain enough water for this task, but a small lake does.
Material Component: A wax doll.
 

its ok the way it is. Chaos Dragon (You know how that is hehe) redid it fore me after I gave up (plus KOC has that vershen as well).
 

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