Blood Stars

Glaurung

First Post
Hey,

Does anyone know where on the web I can find a 3E version of the spell bloodstars? A second ed. version would work as well, I can convert it myself. If this isn't available on the web, would someone mind transcribing it here from the 2nd ed. Encyclopedia of magic book? Unfortunately, those aren't easy to find anymore.

The party in my game has a high-level force mage enemy and I'm trying to find some interesting high-level force spells.

-Michael Gill
 
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Here's a little something, not an attack spell but good to help simulate mastery of force:

FORCE SHAPE
Transmutation
Level: Wiz/Sor 5
Components: V, S
Casting Time: 1 action
Range: Close (25’+5’/2 levels)
Target: One force effect
Duration: 1 round/level
Saving Throw: See text
Spell Resistance: Yes (object) (see text)
Devised by Arion the Archmage, a force shape lets you alter the shape of a force effect. You can put a hole in a wall of force, gain a 10’ reach with a Mordenkainen’s sword, disable an enemy’s mage armor or inertial armor, etc.
If the force effect is generated by an object with SR it must penetrate it successfully. The object also receives a Will save. If the force effect is from a spell or power the caster receives a Will save but no SR.


And here's a converted 3rd level force attack spell:


LANCE OF DISRUPTION
Evocation [Force]
Level: Wiz/Sor 3
Components: V,S
Casting Time: 1 action
Range: 60’
Area: Line 5’ high x5’ wide x60’ long
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A lance of disruption is a beam of concussive force that lashes out from your hand in a path five feet wide and 60’ long. The lance deals 5d4+2/level hp of damage (max of 5d4+20). You may choose to deal subdual damage rather than real damage with your lance of disruption. A lance of disruption ignores all object hardness.



And here's another fun one:


SEEKER MISSILES
Evocation
[Force]
Level: Wiz/Sor 5
Range: See text
Targets: Up to five creatures separated by any distance
Duration: 1 round/level
Saving Throw: See text
A higher level variant of magic missile, seeker missiles fly 100’+10’/level every round until they reach their targets. You may target each missile at a different target if you desire. The more exactly you know the target’s position the better your odds of successfully striking him. The missiles seek with the intelligence and knowledge you have except that they will move at their maximum speed each round until they can attack the victim (they won’t lurk in hiding or anything like that). If you can see the victim they are an easy mark; otherwise the missiles streak away to try to seek him.
A seeker missile that reaches its target zips in to attack. The target must make a Reflex save or be hit for 2d6 hp. If the missile fails to connect, it will swing around for another pass each round as long as the spell continues.
Except as noted above, this spell is the same as magic missile.



Hope those are of some use!
 


This is a spell I made in 2nd. I've altered it a bit, but haven't checked it too much, so advice would be nice:

Lesser Volley
Evocation [Force]
Level: Wiz/Sor 3
Range: 400+10/level
Targets: Up to 5 creatures within 30 foot radius
Duration: Concentration
Saving Throw: None
Additional counter: Magic missile, all Volley spells

Lesser Volley is a spell created for mages expecting long, drawn out combats. On the first round, the spell creates a single magic missile (1d4+1), which can be targeted at any creature within the spell's range. If concentration is maintained (the caster may only take a 5 foot step), the second round the spell generates 2 missiles. This continues to the lesser of 5 missiles or 1 missile, +1/2 additional levels (i.e. as Magic Missile). Targets can be switched at will, although all missiles in a round must strike targets within 30 feet of a (movable) point within the range. Counterspells are effective if the spell is countered at the initial casting, otherwise, only one rounds worth of missiles are countered. No more than 2 missiles may strike the same target.

If the caster is struck while concentrating on Lesser Volley, he must make a concentration check at 13+1/4 of the damage dealt. If the caster fails a check caused by a melee attack, the spell fails by hitting the attacker with the current rounds missiles and stunning the caster for one round.

It is generally recommended the caster be behind a wall, preferably of fighters, when preparing to use this spell.

Metamagic feats such as Maximize Spell, Energy Substitution, etc. that affect the damage generated by this spell only function a number of rounds equal to the caster's Intelligence or Charisma bonus (which rounds they work in is the caster's choice, however)

Volley (as Lesser Volley)
Level: Wiz/Sor 5
Range: 400+10/level
Targets: Up to 10 creatures within 2 40 foot diameter spheres

As Lesser Volley, except that two 'center points' may be chosen, with missiles split between the two. The missiles inflict 1d6+2 points of damage. Missiles per round increases at a rate of 2 per round (maximum 10). One missile per round, at caster's choice, can instead inflict a bull rush at 20 strength to one target within 40 feet of the caster (note that one of the two target areas must be 'near caster' for this to work). No more than 3 missiles may strike the same target.

Greater Volley
Level: Wiz/Sor 9
Range: 400+10/level
Targets: Up to 15 creatures within 3 50 foot diameter spheres
Saving Throw: See Below

As Volley, except that 3 'center points' may be chosen. The missiles inflict 2d4+2 damage, and increase at a rate of 3/round to a maximum of the caster's level (although only 15 separate creatures may be chosen). The 'Bull Rush' missile (now strength 24) may be targeted at any creature within the target areas. Additionally, once per Charisma or Intelligence bonus point, the missiles may instead be substituted for Chromatic Orbs. They must all be the same color in the same round, all missiles must be changed, and a ranged touch attach must be made to strike the target (although there is no range modifier to this roll). No more than 3 missiles may strike the same target, regardless of 'mode'.
 

Thanks a lot for the help, that was the exact spell I was looking for Chun-tzu. The other force spells are also useful-my villain might have trouble taking them , however, as he is a sorcerer and not a wizard.

BTW, why was this moved? isn't it a 'rule' oriented question?
 

Hackmaster has a cool spell, "Magic Missile of Skewering", that lets n-1 missiles pass completely through the primary target and hit creatures behind. Like lightning bolt, it really depends on getting critters to line up for maximum effect. If a 9th level caster got 5 orcs trapped in a 5' corridor, for example, then the first would get hit by 5 missiles, the second by 4, the third by 3, and so on. I don't remember whether it was a second or third level spell.

--Ben
 

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