2 new spells

Amalith

First Post
I have created a few new spells during my last session with the dudes. Please read this and give me some feedback.

Also, im new here, so Hiya all.

Talindra Amalith
 

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Talindra´s Cumbersome Mount

Conjuration (Creation)
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One wooden statue
Duration: 1 round/2 levels
Saving Throw: Reflex partial
Spell Resistance: Yes

You create a wooden replica of a heavy horse directly above any creature within range, or just within range. If created above a creature, that creature is allowed a Reflex save. If the save fails, the creature and the statue suffer 4d6 falling damage and the statue pins the creature. Treat this pin as a standard grabble with the statue being a Large creature with a Strength score of 15 (total grabble modifier +8). Although inanimate, the statue continually attempts to pin the creature until the pin is broken or the spell duration runs out. Should the pin be broken, the statue disappears with a whiff of saw dust. If the creature succeeds at the Reflex save, the damage is halved and the pin negated.
The wooden horse has a hardness of 5 and 25 hit points. If destroyed, it disappears as above. If not placed above another creature, the wooden horse may serve any purpose an ordinary wooden horse could, but even if cut to pieces, the horse disappears when duration runs out. Thus, this spell is rarely used for firewood.
Talindra Amalith, a devoted wizardess of Mystra, came up with this spell after considering the possibilities of the mount spell. She decided on a wooden horse, however, not wanting to hurt a mount called by the original spell.
Material Component: A miniature wooden replica of a horse.
 

Talindra´s Guiding Insight

Divination
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute / level

By looking into the immediate future, you are able to find and prevent unlucky openings in combat on your and your allies´ behalf. During this spell, all allies within your reach (including you) receive a +2 cover bonus to AC, as you warn them of, and protect them from, incoming attacks. The knowledge provided also grants you a +2 insight bonus to AC.
Talindra Amalith, a Mystran wizardess, devised this spell to prove the power of knowledge in battle.
Material Component: A glass bead.
 
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OMG. Dropping a wooden horse on somebody... ROFLMAO. I love it. You should play HackMaster with spells like that.

The second one seems a little bit overpowered. i'd suggest limiting it to one target per level along with dropping the cover bonus and granting everyone a +2 insight bonus instead. The caster's AC would only benefit by 2 in this case, but wizards aren't supposed to be good at buffing the party. That's the clerics job.

Just my 2 cp
 

As the co-creator of the Guiding Insight spell, I'd better mention that the idea behind the spell was to allow the wizard to automatically "aid another" on all allies within reach. Reach, after all, usually only extends 5 ft. from the caster. Thus, a maximum of only 8 other Small to Large allies fit into the radius. We decided, though, that it should not replace the "aid another" action, as the wizard should still have that option during combat.

And wizards buff too, you know... Magic Circle, Haste, and Stoneskin are excellent buff spells.

- Cyraneth
 

-Mount-
Looking at other reflex or get hurt spells we get:

Flaming Sphere: 2d6 reflex negates, sticks around.
Melf's Acid Arrow: 2d4 needs attack roll, no save. Scales up.

Honestly Im on vacation and can't get to my books to look up other spells, but those are just from the top of my head. I'd say between the damage and the pin its at least 3rd level. Very nice homebrew spell btw ;)

-Insight-

The big thing here is this stacks with everything else because its insight, and wiz/sorc dont usually add insight (clerics/psi do). Also, within reach is kinda sketchy.I would do it like this:

<snip>
Divination
Level: Sor/Wiz 2, Clr 2 (Mystra)
Components: V, S, M
Casting Time: 1 action
Range: Burst, 30 ft.
Target: N/A
Duration: 1 minute/ level

By looking into the immediate future, you are able to find and prevent unlucky openings in combat on your and your allies´ behalf. All allies within the burst receive a +2 insight bonus to AC, as you warn them of, and protect them from, incoming attacks. </snip>

Another nice spell, not too many useful divinations for combat. I added it for clerics (especially of mystra) as well since its pretty much their bag.

Technik
 
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OK. I understand where you're coming from, but if your simulating the wizard aiding another, make it an unnamed bonus, as the aid another action provides.

Also, I'm not saying wizards can't buff; clerics just have a much longer list of buff spells.
 

Thx for all the comments guys, and thank u Cyraneth for helping me out.

I appreciate all ur words and are currently reconsidering a few details about my new spells, all so I´m working hard on some new Div. spells, since the game really could need some more :)

Keep in mind that I´ve only played 3rd edition for about a month now, so all the rules of the game are still a bit blurred to me, but I´m reading as fast as humanly possible to learn as much as I can. On top of that I´ve never played D&D before, but other games like Shadow Run, Call, Vampire and other story teller systems. And the magic system in those games are quite different :)

All in all, I'm new, I'm working hard, and i LOVE D&D 3rd edition.

Regards

Talindra Amalith
 

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