Assess these spells

Beholder Bob

First Post
I am looking for feedback regarding 2 spells, particularly the levels I have placed them at.


Alchemical Fountain (BOB)
Conjuration (Creation)
Level: Wizard 2
Components: V, S, M
Casting Time: Full round
Range: Close (25 ft. + 5ft./2 LV)
Target, Effect or Area: 5’ Radius
Duration: 1 R/LV
Saving Throw: Reflex negates (for effects 1 and 2)
Spell Resistance: Yes (for effects 1 and 2)

The caster soaks the area of effect in alchemical products. The caster chooses which effects are triggered and at what time, triggering an effect is a move action. There are three separate effects possible with this spell, triggered in the order the caster chooses each effect can only be triggered once. For example, a caster could choose not to have any effects triggered the first 2 rounds, then begin triggering effects in later rounds. Only one effect can be triggered on any one round.
Effect 1) the area is coated with alchemical glue that requires a reflex save every round spent in the area. Even if a save is made, movement on the effected surfaces is dropped to ½ while in the area. Creatures that fail a reflex save while on an effected surface are stuck to it, losing all dexterity modifiers to AC and suffering -2 to attack rolls. Breaking free requires Strength DC 20. The glue puts out fires in the area when this effect triggered, and creatures rolling on the ground to put out a fire when the glue effect is triggered automatically fail their reflex save to avoid getting stuck. If the area of glue is subject to open flame after coating an area, the glue ignites, burning all creatures in the area for 1d6 damage each round for 1d3 rounds. Creatures leaving the ignited glue area are on fire for 1 additional round, although they may roll to put it out, reflex DC 15. Once the glue is done burning, all glue effects are lost.
Effect 2) the area is washed in alchemical fire - burning those in the area for 1d6 fire damage on the first round. Creatures who took damage on the prior round burn for 1d6 on the second round unless that round is spent putting it out, reflex DC 15 (Rolling on the ground automatically puts out the fire). Creatures coated in glue burn additional d3 rounds unless put out, and rolling on the ground to put out a fire while coated in glue puts out the fire and sticks the creature as per Effect #1 for the remaining amount of rounds from the d3 roll.
Effect 3) the 5’ Radius is filled with smoke, reducing vision to 5’ and providing 50% concealment. The smoke lasts for the duration of the spell.
Material Components: alchemical products equal to the effects created (smoke stick, alchemical fire, and a tanglefoot bag).


Alchemical Cistern (BOB)
Conjuration (Creation)
Level: Wizard 4
Components: V, S, M
Casting Time: Full round
Range: Medium (100 ft. + 10ft./LV)
Target, Effect or Area: 15’ Radius
Duration: 1 R/LV
Saving Throw: Reflex negates (for effects 1 and 2)
Spell Resistance: Yes (for effects 1, 2, 4, and 5)

An improved version of alchemical fountain, this spell allows the caster to trigger various alchemical products with a wide dispersal. The caster chooses which effects are triggered as a move action, and unlike alchemical fountain, effects can be re-used later rounds as often as desired. In addition, the caster can choose to fill the entire area of effect, or just a 5’ square, decided each round.
Effect 1) the area is coated with alchemical glue as described by alchemical fountain. The glue is destroyed by the acid and ignited (and destroyed in d3 rounds) by fire.
Effect 2) the area is washed in alchemical fire as described by alchemical fountain. The acid and the glue effect put out the fire.
Effect 3) the 5’ Radius is filled with smoke as described by alchemical fountain.
Effect 4) the area is washed in acid - all creatures in the area take 1d6 acid damage. There is no save against this effect, although a creature coated in glue is immune to the acid - the glue melts instead. This effect puts out non-magical fires.
Effect 5) the area is pounded by sound waves, causing 1d6 damage to rigid objects and non-living creatures and constructs. Living creatures in the area must make a Fortitude DC 15 or else be deafened for 1 minute + 1 minute for every point the save is failed by. Deaf creatures, in addition to the obvious effects, suffer a -4 penalty on initiative and suffer a 20% chance of miscasting and losing any spell with a verbal (V) component.
Effect 6) the area is clearly illuminated, negating all shadows in the area of effect. The light is obscured by alchemical smoke and is reduced to a 5’ visibility beyond the smoke.
Material Components: alchemical products equal to the effects created (smoke stick, acid, thunder stone, alchemical fire, and a tanglefoot bag).

Siege Tower
Evocation (Force)
Level: Wizard 4
Components: V, S
Casting time: Full round
Range: Close (25 ft. + 5ft./2 LV)
Target, Effect or Area: 15’ Radius, 5’/LV tall structure
Duration: 10 Minutes/LV
Saving Throw: None
Spell Resistance: No

The caster creates a 30’ diameter, 5’/LV tall, translucent blue force structure shaped like a tower. Used to create defendable position for archers and as a siege-scaling platform, it sees use mostly among war mages.
The spell creates the tower, but its creation does not exert force, incapable of pushing or altering its surroundings in any way, forming around solid barriers. For example, if cast adjacent to a picket fence, the tower would form around it with a section of the tower missing - the area of the fence. The area of the picket fence could be easily breached, leaving a hole in the towers protection. Creatures can exit the tower easily, but creatures entering from outside make Strength DC 20+1/LV check as a move action to enter, provoking attacks of opportunity. Creatures on the top of the tower may enter the tower unimpeded. The caster, as a free action, allows a creature he is aware of, unimpeded entry into the tower.
The tower provides 90% cover from attacks from outside the tower, and those within can make attacks against those outside of it without impediment. The tower provides no cover from attacks above the top of the tower, and 50% cover for creatures on even level with those on the top level of creatures on top of the tower.
The tower has a 5’ Radius spiral staircase in its center, with up to 1 landing + 1 per 3 caster levels, chosen when cast, with at least 10’ between landings. The movement required to climb the stairs is equal to twice the height to the next floor (i.e. a 10’ distant to the next landing uses up 20’ of movement). Only 1 medium sized creature or 2 small creatures can climb up to the next landing on any round, although a large creature can squeeze through at ½ its movement and be prone while doing so.
 

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Errr - these 3 spells. Oh well, public education. 1 more for your examination.


Epileptic Storm
Necromancy (Evil)
Level: Wizard 8
Components: V, S, F
Casting Time: Partial action
Range: Medium (100 ft. + 10 ft../LV)
Target, Effect or Area: 20’ Radius, 40’ tall Column
Duration: 1 R/LV
Saving Throw: Fortitude negates (save every round of contact)
Spell Resistance: Yes

The spell creates a negative energy storm under the caster’s control. The storm takes the form of a tall column of oily shadows and an earsplitting roar reminiscent of fingernails run down a chalkboard. The caster directs the storm, moving it 20’ each round as a move action. The storm Living creatures caught in its path are stricken with seizures and possible strength loss caused by an influx of negative energy. Undead in the area are healed and invigorated by it.
Creatures that fail their save are stunned with seizures for 1d3 rounds. If a creature is already suffering seizures and fails a 2nd save, suffers 1d3 temporary strength. A creature must make a new save every round they are in contact with the storm. Incorporeal creatures are unharmed by this spell and undead are invigorated by it, healing 1 hp every round they are in the area of effect (each undead can have up to 10 temporary hp that last up to 1 hour from this effect).
Material Components: skull with a hole drilled into the side or top
 


I love the Siege Tower spell, I just might have to use it IMC. As for the others, they don't seem so bad, but admitedly I didn't study them too carefully.
 

Hey, good ideas for spells.

I think the 1st one is good for it's level, as compared to the similiar Grease spell. After all, Grease has the same target area, range, and such, and this is one step up. Any chance Bards could use it too?
 


I really liked the first and second alchemical spells. Those are pretty unique. I think the siege tower spell is too powerful for 4th level. It's essentially a better version of wall of force, which is 5th level. I think 6th level would be more appropriate for a spell such as this.

Conversely, the epileptic storm is probably too weak for an 8th level spell. I would be inclined to make it about 7th, I think.
 

Hello die_kluge.
Siege Tower may be too powerful, although, unlike Wall of Force, creatures can force their way through it. Despite that, it is more effective then the general barrier spells of 4th LV, so I am inclined to agree with you. In addition, while creatures can push their way through, you can allow allies through and attack enemies. Yep, that's a 6th LV spell.
Epileptic Storm seemed too weak? I was afraid it was too tough. If I can lower it, my Necromancer may be able to cast it in his lifetime. :D I was afraid of the ongoing effects (stun / Con Drain) with the ability to move around the battle field while still able to cast spells (it's a move action to move it) was too powerful (compared to Power Word Stun, a 1 shot effect). I'll go back and compare its effects to some more 7th and 8th LV spells.
 

I like the premese behind Epilitic Storm, but I agree the spell is weak. You might want to add more side affects like confusion or minor sound damage from being in the middle of the storm, even for 7th level. Or even limit other spell casters from using somantic components due to the screaching, and keep it at 8th to have the higher DC. If you do keep it at 8th, I would increase the range as well.

The volume, saves and everything else look great, good work.
 

I like the idea of all the spells. I do have to agree with most everyone on the fact that Epilitic Storm's level/power needs to be changed. I personally would drop it down the 7th level (looking at it from the players point of view:D )
 

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