Combining Spells

ChimericDream

First Post
Ok, so I've posted this on another forum or two, but a guy in my weekly game recommended this forum as a place where a lot of highly experienced people can be found.

I'm working on a system for spellcasters to weave spells together in a sort of cooperative spellcasting ability. Instead of getting the separate effects from the component spells, their magic will merge together to form enhanced, but usually shorter duration, spells.

I've created a feat for the occasion, and I've already statted out quite a few combos (with several in the works), but I'd really like some help fleshing this out some more with additional spell combinations. The spells don't necessarily have to be in the SRD, as I have, or have access to, a good number of the 3.5 stuff from Wizards.

So, without further adieus, here is the feat followed by the current list of statted spells and general concepts.
Synergetic Spellcasting [Metamagic]

You are capable of working with other spellcasters to weave magic together for greater effects.

Benefit: If two casters with this feat are working in cooperation with each other, they can combine their spells to enhance the effects of their spellcasting. See the list below for a current list of spell combinations that work with this feat. You can also ask your DM for approval on custom synergies. The component spells for each combination must be cast at the same time. In game terms, both characters must be acting on the same initiative and must be intentionally using this ability.

Special: For spells that require saves, always use the average of the two spells (rounded up), if both spells require a save. If only one spell requires a save, use that DC for the synergized spell. If neither spell grants a save, the synergized spell does not grant one either.

This principle is the same for spell resistance. If one or both spells are affected by SR, the synergized spell is as well. If both are not affected by SR, the synergized spell is not.

Using the Synergetic Spellcasting feat does not raise the level of the component spell, as a minimum of two casters are required for it to work properly.
Cyclonic Flame
Evocation [Air, Fire]
Component Spells: fireball, whirlwind
Casting Time: 1 standard action (two casters)
Range: Personal
Effect: Cyclone 10 ft. wide at base, 30 ft. wide at top, and 30 ft. tall
Duration: 1d6 rounds
Saving Throw: Reflex halves / negates (see text)
Spell Resistance: Yes

This combination calls forth a whirling pillar of fire. Large or smaller creatures that come into contact with the spell must succeed on a Reflex save (use the higher of the two casters' saveDCs ) or take 3d4 of damage from wind and debris and 10d6 points of fire damage. The save halves this damage. A Medium or smaller creature that fails its first save must succeed on a second one or be picked up bodily by the cyclone and held suspended in its powerful winds, taking 1d8 points of damage plus 5d6 points of fire damage each round on your turn with no save allowed. You may direct the cyclone to eject any carried creatures whenever you wish, depositing the hapless souls wherever the cyclone happens to be when they are released.
Festinus Vitae
Transmutation, Conjuration [Healing]
Component spells: haste, (cure light wounds, cure moderate wounds, cure serious wounds, cure critical wounds or heal)
Casting Time: 1 standard action (two casters)
Range: Touch
Target: Creature touched
Duration: 1 round/level (use the lower of the two casters' levels)
Saving Throw: Fort negates (harmless)
Spell Resistance: Yes (harmless)

This combination gives the target the fast healing ability, with the amount of damage healed dependant upon the combination of spells used. See the table below for the rates at which the spells heal the target.

..............Light...Moderate...Serious...Critical..Heal
Fast Healing....2........4..........6.........8.......10

Special: This spell combination works in the reverse versus undead. If this combination is used on one of the unliving, they instead begin to lose hit points at the same rate as a living target would gain them. If this combination is instead used with a negative energy spell (inflict light wounds, etc.), it has the reverse effect. Living creatures will lose hit points at the specified rate per round, and undead would heal. This spell combination will not stack on itself.
Flame of Fascination
Illusion & Evocation [Pattern, Fire, Mind-Affecting]
Component Spells: rainbow pattern; wall of fire
Casting Time: 1 standard action (two casters)
Range: Medium (100 ft. + 10 ft./level) (use lowest caster level)
Target: fascinating flame with a 20-ft.-radius spread
Duration: Concentration +1 round/level (use the lower of the two caster levels)
Saving Throw: Will negates, Reflex of half if Will save is successful
Spell Resistance: Yes

Brilliant and colorful flames dance and fascinate those within the area of effect. The Flame of Fascination will fascinate a maximum of 24 Hit Dice of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. An affected creature that fails its saves is fascinated by the pattern.

For those failing their Will saving throw, take 2d4 damage per round. The wall deals double damage to undead creatures. An additional save is allowed every round damage is received, re-entering the area of effect will result in needing to save again. If a save is successful, the subject must also make a Reflex save or take 1/2 damage.

With concentrated effort (a move action), both casters can make the Flame of Fascination move up to 30 feet per round (moving its effective point of origin). All fascinated creatures follow the moving flames, trying to get or remain within the effect. Fascinated creatures who are restrained and removed from the fascinating flames still try to follow it. If the pattern leads its subjects into a dangerous area each fascinated creature gets a second Will save, but still takes damage from fire as normal. If the view of the flame is completely blocked creatures who can’t see them are no longer affected.

Special: Damage from this spell does not break the fascination effect, although damage or effects from other sources will.
Flame Wreath
Evocation [Fire, Light]
Component Spells: burning hands, faerie fire
Casting Time: 1 standard action (two casters)
Range: Close (25 ft. + 5 ft./2 levels)
Area: Creatures and objects within a 10-ft.-radius burst
Duration: 1 round / 2 levels (lower caster level)
Saving Throw: Reflex halves (see text)
Spell Resistance: Yes

Creatures in the area of this combination are surrounded by an aura of pale flames. Unlike normal faerie fire, however, this fire damages the creatures. It otherwise functions the same as normal faerie fire. Each round, the targets take 1d4 damage per caster level (maximum 5d4; use the lower caster level), and a successful reflex save vs the higher of the two casters'DCs will halve this damage.
Husk of the Woodland
Transmutation
Component Spells: barkskin, ironwood
Casting Time: 1 full-round action (two casters)
Range: Touch
Target: Living creature touched
Duration: 1 min./level (use the lower of the two caster levels)
Saving Throw: No
Spell Resistance: Yes (harmless)

At the end of the round, the target of this spells receives the normal effects of a barkskin spell except for the following: the creature's natural armor is enhanced by +3 in addition to the standard spell; and the creature gains DR 10/-.
Metalskin
Abjuration
Component Spells: stoneskin
Casting Time: 1 standard action (two casters)
Range: Touch
Target: Creature touched
Duration: 1 min./level (use the lower of the two caster levels)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The warded creature's skin turns to a shimmering metal, and it gains resistance to blows, cuts, stabs, and slashes as per the normal stoneskin spell. However, this resistance is much higher than normal. The subject gains damage reduction 25/adamantine and +2. (It ignores the first 25 points of damage each time it takes damage from a weapon, though a +2 or higher adamantine weapon bypasses the reduction.) Once the spell has prevented a total of 25 points of damage per caster level (maximum 500 points), it is discharged.

Special: Because the target's skin turns to metal, they are vulnerable to the heat metal spell. Use the following table as a substitute for the one in the spell description:

Table: Heat Metal Damage
Round.....Metal Temperature....Damage
1.........Warm.................None
2.........Hot..................2d4 points
3-5.......Searing..............3d6 points
6.........Hot..................2d4 points
7.........Warm.................None

Material Component A piece of adamantine and 500gp worth of diamond dust sprinkled on the target's skin.
Quickened Fury
Transmutation, Enchantment [Compulsion, Mind-Affecting]
Component Spells: haste, rage
Casting Time: 1 standard action (two casters)
Range: Touch
Target: One willing creature per two levels (use the lower of the two caster levels), no two of which can be more than 30 ft. apart
Duration: 1 round/level (use the lower of the two caster levels)
Saving Throw: Will negates
Spell Resistance: Yes

Upon completion of this spell, the targets receive the following benefits:
  • Each affected creature gains a +2 morale bonus to Strength and Constitution, and a +1 morale bonus on Will saves. The effect is otherwise identical with a barbarian’s rage except that the subjects aren’t fatigued at the end of the rage.
  • When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)
  • All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed.
This combination effectively removes the AC penalties for the rage spell and grants the speed and extra attack (though not the bonus to attack or Reflex saves) of haste.
And here is the list of combinations that have not yet been statted out.
  • Fear + Calm Emotions = Fall unconcious
  • Fear + Haste = Massive adrenaline rush (exploding heart? insanity? con damage?)
  • Grease + Burning Hands (or other fire spell) = Napalm
  • Create Water + Lightning Bolt (or other electric spell) = "Electric" Napalm
  • Shocking Grasp + Entangle = Electricity renders foe helpless for a few rounds while their body twitches from the shock
  • Shocking Grasp (Burning Hands?) + Heat Metal = Metal armor heats to the point of becoming a liquid, dealing extra fire damage to creature and potentially destroying the armor.
  • Ray of Frost + Slow = Target turns to ice or becomes completely encased in it
  • Transmute Metal to Wood + Repel Wood = Turn enemies' weapons and armor to wood, then fling them and their equipment, dealing falling damage.
  • Stone Skin + Transmute Rock to Mud = Similar effect as disintigrate.
  • Flare + Searing Light = Minor sunburst type effect.
  • Acid Splash + Create Water = Acid rain
  • Polymorph + Ice Storm/Wind Wall/Fireball/Stone Shape = transform into medium elemental of appropriate type
  • silence + pass without trace = +20 to move silently, leave no tracks
  • shatter + sympathetic vibration = massive damage to objects
Any comments and additions are welcome, and if you've read this far, I salute you.
 

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I like the concept you're going with here and everything so far looks good. Cyclonic Flame in particular is very nice. :)
 

Here's my newest combo. I decided to do some serious hurt with low level spells this time, though. I give you..... Napalm!
Napalm
Evocation, Conjuration [Fire, Creation]
Component Spells: burning hands, grease
Casting Time: 1 standard action (two casters)
Range: Close (25 ft. + 5 ft./2 levels)
Area: Creatures and objects within a 10-ft.-radius burst
Duration: 1 round / level (lower caster level; max of 10 rounds)
Saving Throw: Reflex negates (see text; higher save DC)
Spell Resistance: No

Creatures in the affected area are covered in flaming gel that deals them continual damage for several rounds. Creatures who pass their reflex save take the initial fire damage, but are not covered in the substance and therefore take no additional damage.

On the first round all creatures take 3d6 fire damage. Those who fail their Reflex saves take an additional 3d6 fire damage each round with no save allowed. If they choose to take a full-round action to suppress the flames, they take half this damage. They do not, however, rid themselves of the flaming substance. On every fifth round of continual suppression (five full-round actions to halve the flame damage), creatures may make a Reflex save vs the original DC + 1 per round they have been covered in the napalm. A successful save means they are free of the rest of the substance and no longer take damage.

Creatures who remain covered in the substance for longer than 4 rounds must make a Fortitude save on the 4th round and every 2 rounds thereafter or risk falling unconcious. The napalm quickly burns away the oxygen in the air, making it hard for creatures to breathe. The DC for this save is the original DC + 5, and it increases by 2 each time it is made (i.e. 4th round: DC + 5; 6th round: DC + 7; 8th round: DC + 9; 10th round: DC + 11).
As always, comments on this are welcome.
 

This is a very interesting ability.. I like the concept, altho feel that the resulting customizes spells will be difficult to track, create, and balance.

However, if one were to use Element of Magic: Revised {a spell point alt-magic system} then this could be a tradition feat that reads:
Synergistic Casting:
You can ready to cast a signature spell in synergy with another Synergitic spellcaster. This signature spell may exceed your normal caster level by 1/4th. You must be in contact with the other caster, effectively limiting the number of synergistic casters to 9 medium sized creatures.
When a spell is cast this way, it can be disrupted at any time between the first synergistic casting and the final spellcasters action.

{Since readying an action means you actually go right before the ready trigger you can never actually have the *same* initiative...}

This would allow for some pretty nasty magics, and since EoM is designed to handle piling diverse effects up to make a spell, the balance issue is self-resolving.

But... let me allow you to go back to your creativity.. couple nice spells here!

Oh.. quick comment.. Napalm is written to be very nasty for a couple of first level spells. This combo, if I am reading it right, will deal an average of 29 points to a lone character who fails the intial save, and face possibly suffocation on the 5th round.
So, lets say Joe your 3rd level plain jane fighter gets hit with this and fails the REF save..... he is dead. Poof. Gone. 2 first level spells and a feat is all it took.
 

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