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Arcane Might OOC

shaff said:
no no, i meant how do u ewant me to do it? this is my first spellcaster, so i dont know how you want me to tell you which i have ready, can you do a mock 1 for me then ill be able ot know?

Like this for example:

Spells prepared: (4/4/4/3) Save DC 14 + Spell Level
0th; (Type 4 0-level spells what you have memorized here)
1st; (Same as above, but 1st level spells)
2nd; (Same as above, but 2nd level spells)
3rd; (Same as above, but 3 3rd level spells)

and do you have AIM or AOL? if so what is your screen name?

I don't have either.
 
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how do you want me to make my cohort? since calim doesnt want to play it, i will have to make him. Unless you would like to make ihm based on what the party needs... im thinking either barbarian to run up and suck up hits, or a cleric to heal us all since most of our HP is going to blow.


ok i dont know if i understand that but is this what u want....

spells prepared (saves):
o-level spells:
mage hand (none)
mending (will save of 14)
light (none)
detect megic (none)

1st level spells:
mage armor (will save of 15)
magic missle (none)
Tenser's disk (none)
summon mon. I (none)

2nd level spells:
flaming sphere (reflex save of 16)
knock (none)
summon mon II (none)
web (reflex save of 16)

3rd level spells:
fireball (reflex save of 17, if successfull target only takes 1/2 damage)
lightning bolt (none)
summon mon III (none)
 
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Ray of Flame
Evocation[Flame]
Level: Wiz/Sor 1
Components: V, S, F
Casting: One Action
Range: Close
Effect: Ray
Saving Throw: None
Spell Resistance: Yes

A burning ray shoots out and does 1d6 fire damage, plus 1 point per caster level (max +5). Flammable objects may catch fire, dealing 1d6 damage the following round.
Focus: small polished glass lens.

Stun Ray
Conjuration (Creation) [Electricity]
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: One Action
Range: Close
Effect: Ray
Duration: One round plus 1d4 rounds
Saving Throw: Fortitude Partial
SR: Yes

A quick jolt of electricity darts from the caster to the target. This ray of electricity requires a successful ranged touch attack to hit. The target is stunned by the ensuing shock for one round and an additional 1d4 rounds unless a successful Fortitude save is made.
MC: A coiled copper wire.

Ray of Sickness
Necromancy
Level: Wiz/Sor 2
Component: V, S
Casting Time: One action
Range: Close
Effect: Ray
Duration: One round/level
Saving Throw: Fortitude negates
SR: Yes

With a successful ranged touch attack, a sickly green ray strikes the target. The ray makes the target temporarily nauseated. Nauseated characters are unable to attack, cast or concentrate on spells, or do anything else requiring attention. The only action an affected character can take is a single move (or a move-equivalent action) per round.

Ray of Ice
Evocation [Cold]
Level: Wiz/Sor 2
Components: V, S, M
Casting Time: One action
Rabge: Close
Effect: Ray
Saving throw: See text
SR: Yes

A cyan ray beams from the caster's fingertips and, with a successful ranged touch attack, hits the target. If used as a simple attack, the ray inflicts 1d6 points of cold damage for every 2 levels of the caster, to a maximum of 5d6. A fortitude save halves the damage.
Alternatively, the ray can be used to encase objects or targets in ice. A sword could be frozen in its scabbard, feet frozen to the floor, and so on. Freezing an item or creature requires a successful ranged touch attack, anmd creatures are allowed a Reflex saving throw to avoid being trapped. Freeing encased items (including feet) is a standard action and requires a Strength check with a DC equal to the spell's save DC. A creature whose feet are frozen to the floor receives to Dexterity bonus to AC and incurs a -2 penalty to attack rolls.
If used on a body of water, the spell freezes a circular area with a diameter in feet equal to the caster's level (maximum of 10 feet in diameter), to a thickness of the caster's level in inches (maximum 10 inches).
MC: Snow, ice, or melted snow or ice.

FEAT:
Ray Focus [General]
Benefit: Add +2 to the DC for all saving throws against all ray spells you cast.
Special: The effects of this spell stack with the effects of the Spell Focus feat.
 


shaff: That's just fine. The corort should be made with 28-point-buy, and three thirds HP (d4=3, d6=4, d8=6, d10=7, d12=9), with max HP at first level. (s)he's third level with 2500gp to use on his gear.



Jaik: At least Ray of Flame, Ray of Ice, and the feat are ok by me. Stun ray seems a bit powerful for a first level spell, since it practically ensures the death of the target (they can't act). Ray of sickess is on the limit, since it's almos as good as hold person, which has been nerfed already.



Notice: It would be fun to know others prepared spells also.
 

I wouldn't call Ray of Sickness as good as Hold Person--the victim can still move and get away. Of course, for Sor/Wiz, Hold Person is a 3rd level spell, not second...

For the record, since we don't know for certain how Hold Person will be nerfed (it's not on the compiled change list yet), were you planning something specific? It's rather a large part of Serei's repertoire. :) The change that's been bandied about is one save per round rather than one save allowed, and that won't be all that bad at DC 18; I figure half the time that'll hold them for two rounds... maybe. But Spell Focus just isn't worthwhile any longer... :)

Speaking of which, that Ray Focus feat should only add +1 to DC, to be in line with 3.5 Spell Focus.
 

LazarusLong42 said:
I wouldn't call Ray of Sickness as good as Hold Person--the victim can still move and get away. Of course, for Sor/Wiz, Hold Person is a 3rd level spell, not second...

For the record, since we don't know for certain how Hold Person will be nerfed (it's not on the compiled change list yet), were you planning something specific? It's rather a large part of Serei's repertoire. :) The change that's been bandied about is one save per round rather than one save allowed, and that won't be all that bad at DC 18; I figure half the time that'll hold them for two rounds... maybe. But Spell Focus just isn't worthwhile any longer... :)

I thought that I heard something about it affecting multiple persons now (like in 2nd ed. I think, lets say 1d4). Also, the effect lasts for the whole duration, if the target saves on, say round two, he still has to make another save on round three or get hold again. And another save on round four, round five, etc. You get the point.

...I think... :D

Speaking of which, that Ray Focus feat should only add +1 to DC, to be in line with 3.5 Spell Focus.

You might be right in that...
 

Xael said:

Actually, it's not sure if svirfneblins change to cha-based stuff. With -4 to cha it might not be a very good idea (which is why I rule that they still use Int for now). And they are not evil. More like neutral. And they make damn fine monk/wizards...

And Snowtiger: The Level adjustment of +3 means that the character has to start at that 3 levels lower than others. Which would mean level 3 in this game. Just making sure you know it before making a character. Svirfneblin are underground version of gnomes. Gray skin, gray eyes, gray hair (males bald), withdrawn and suspicious.
Ok. I'll post a character late tonight after my sweet little rugrat hits the hay.
 

Sorry to do this, but I think I'm going to have to drop out. I've just started running another on-line game, and that's taking a fair bit of my time. I hope this doesn't cause a problem.
 

Jarval said:
Sorry to do this, but I think I'm going to have to drop out. I've just started running another on-line game, and that's taking a fair bit of my time. I hope this doesn't cause a problem.

Well, not really. I've got my hands full here anyway. Sorry to see you go though, I've always liked lightning...
 
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