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.
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.