building a signature spell, need your opinion

skullsmurfer

First Post
Thersyl's Deadly Zinger
School:
Level: wizard 9
Components: V,S,M
Range: 30feet+ 10ft per 3 levels
Duration: spell ends when less than 5hps remain between all affected targets
Save: ?

This spell creates a pale bolt of energy that strikes one target and then chains to one or more targets within range. At first the targets experience an unpleasant stinging sensation all over their skin and a slight weakness, but are otherwise unaffected. A successful spot check will reveal a nearly invisible chain of energy linking all the victims to the spellcaster. For the duration of the spell the caster will be able to draw on all the collective hit points of all the linked targets to enhance his spells any metamagic feats he has access to. The targets will lose 1d4 hps+the level of the spell x enhancement of the spell. For example if the caster casts an Enhanced fireball <3rd level spell>which would technically occupy a slot 4 levels higher the hp drain would be 12<3x4> plus 1d4. As the power is drawn from the victims of the spell the link between them grows bright and the victims begin to smoke as their life burns painfully away. As they die they spontaniously combust leaving behind curiously burnt remains.
If the caster of the spell manages to outstrip his now victims and reaches the limits of the spell the Deadly Zinger will attempt to draw in more victims within 30ft+10 per caster level. However this is a mixed blessing because at the end of the round the caster of the Zinger spell will have to pay the remaining difference+1d4 as the spell ends abruptly whether or not the current spell was cast succesfully.
The material component of this spell is ritual knife or athame carved from the tooth of an ancient Fang Dragon and prominently decorated with the casting wizard's arcane mark and a numerological formulae representing his date of birth and the astrological signs that influence his life.
 
Last edited:

log in or register to remove this ad

i designed this spell with certain encounters in mind. i grew tired of mopping up the BBG's cannonfodder before getting down to the real fight so i came up with this. a wizard lays down the zinger and zaps a handful of goblins, orcs, gnolls or whatever else the bad guy picked up on the way to the market and recycles their energies to power up some useful spells.
 

You mean, the you can use metamagic for free then, if you cast a spell, draining the life force of the victims to power the spells at a rate of 3hp / level.

Wow, I would immediately cast this spell on myself! :p

That 3hp seems a bit low, really. I mean, at 17th level, you are not fighting hordes of orcs. Even grunts will have a lot more hit points.

What's Necro8 ? If you mean necromancy specialist wizard can have it one level earlier, than this doesn't work, technically, since they have no seperate spell list.

Bye
Thanee
 

yeah, free metamagic, if you are fighting baddies with spell resistance and outsider traits free metamagic is an edge. i was thinking drain 5hps= gain 1 spell level but i got chewed out by my dm he compares it to some spell called Life Burn, or Symbul's Sydnosdwoemer. you are right at 3hp per 1 level i am killing them too slow.
I figured the spell borders on necromancy and a specialist might be able to gain its use earlier. My wizard is lawful neutral, but the spell can definitely be used to an evil extreme.
Do you think i should drain more hp and then cap the life drain to balance it? my dm is worried about me wiping out an army just to chain a few fancy spells.
 
Last edited:

Remove ads

Top