Bolstering the mage

Winternight

First Post
in my group the halfling sorcerer/thief want's to risk some more, but he has lousy hit points and a bad AC. So he asked me if I can design a spell for him (he don't like rules, he didn't read the players properly - so I have the work)
I came up with this.
What do i have to change to keep it balanced.
( I did use the Mage armor as base)

Magic Shell
Conjuration (Creation) [Force]
Level: Sor/Wiz 2
Components: V, S, F
Casting Time: 1 standard action
Range: personal
Target: You
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No
An invisible but tangible field of force surrounds the subject of a magic shell spell, providing protecion from all sorts of damage.
suptract 4 points of damage of any weapon or natural weapon attack
Focus: A tortoise shell .

I certainly don`t want to have the spell not personal.
 

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It definetly seems a bit powerful to me... I would suggest perhaps turning it into a DR Magic/2 effect that lasts 1 minute/level. Enough for a combat or maybe two, but not overpowering. Also wouldn't make the character immune to ordinary daggers at 3rd level (The mage walks up and stabs you with his dagger, but it just bounces off :)

You could also later create Improved and Greater versions of this spell for higher levels, giving a 4 and a 6 on damage resistance at 4th and 6th levels. Or possibly having the DR extend to spells as well as weapon and natural attacks.

Definetly should remain as a personal spell though. And I can see a lot of wands of it being bought early in the game. Once everyone has access to magic weapons/attacks though, it would become fairly useless.
 

NekoAli said:
Definetly should remain as a personal spell though. And I can see a lot of wands of it being bought early in the game. Once everyone has access to magic weapons/attacks though, it would become fairly useless.

Only Wizards, sorcerers and thief could use dis wand. Am I am right?
 

So how about this one ?

Magic Shell
Conjuration (Creation) [Force]
Level: Sor/Wiz 2
Components: V, S, F
Casting Time: 1 standard action
Range: personal
Target: You
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No
An invisible but tangible field of force surrounds the subject of a magic shell spell, providing protecion from all sorts of damage.
suptract 2 points of damage of any weapon or natural weapon attack
Focus: A tortoise shell .

Imroved Magic Shell
Conjuration (Creation) [Force]
Level: Sor/Wiz 4
Components: V, S, F
Casting Time: 1 standard action
Range: personal
Target: You
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No
An invisible but tangible field of force surrounds the subject of a magic shell spell, providing protecion from all sorts of damage.
suptract 4 points of damage of any weapon or natural attacks or elemantal damage.
Focus: A tortoise shell

Greater Magic Shell
Conjuration (Creation) [Force]
Level: Sor/Wiz 6
Components: V, S, F
Casting Time: 1 standard action
Range: personal
Target: You
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No
An invisible but tangible field of force surrounds the subject of a magic shell spell, providing protecion from all sorts of damage.
suptract 5 points of damage of any damage type
Focus: A tortoise shell
 

The 2nd level Wizard spell "False Life" may be even better for him -- it give him temporary HP. That, plus Mage Armor and judicious use of Shield will keep him fairly well protected, until he can cast Stoneskin.

-- Nifft
 

The obvious spell to compare to at 4th level is Stoneskin. Here is the 3.5 version from the SRD.

Stoneskin
Abjuration
Level: Drd 5, Earth 6, Sor/Wiz 4, Strength 6
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains damage reduction 10/adamantine.
(It ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon bypasses the reduction.)
Once the spell has prevented a total of 10 points of damage per caster level (maximum 150 points), it is
discharged.
Material Component: Granite and 250 gp worth of diamond dust sprinkled on the target’s skin.

---------

Based upon that, I would say your second-level version is fine. I would use stoneskin as the 4th-level version, and the sixth-level version is definitely underpowered.

-Dave
 

Improved

Ok if the 4th is underpowered: nu version

Imroved Magic Shell
Conjuration (Creation) [Force]
Level: Sor/Wiz 4
Components: V, S, F
Casting Time: 1 standard action
Range: personal
Target: You
Duration: 10 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No
An invisible but tangible field of force surrounds the subject of a magic shell spell, providing protecion from all sorts of damage.
suptract 10 points of damage of any weapon, natural attacks or elemental spell (Such as Fire ball, cone of Cold damage.
Focus: A tortoise shell


edit: Typos
 
Last edited:

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