Creating New Spells?

I'd either make the duration 10 minutes/level, or keep the duration 1 round/level and only make it a swift action to cast.
 

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Sejs said:
I'd either make the duration 10 minutes/level, or keep the duration 1 round/level and only make it a swift action to cast.

I second making the duration longer - 10 minutes/level, or perhaps even 1 hour/level if it discharges.
 


Where the rules are...

I'm going to second that note about page 198 in the DMG. There are rules there for spell creation.

I believe they say it takes 1 week per spell level to create it, costs 1000gp per week, and requires a spellcraft check, DC = spell level + 10.

I could be wrong, though. ;)
 

wurp said:
I'm going to second that note about page 198 in the DMG. There are rules there for spell creation.

I believe they say it takes 1 week per spell level to create it, costs 1000gp per week, and requires a spellcraft check, DC = spell level + 10.

I could be wrong, though. ;)
No, you got it mostly right, except there is just one spellcraft check at the end of the research [15+ spell level IIRC]. The only thing missing was the fact the Character has to start paying the costs before the DM starts to work with the PC to balance the spell. The DMG calls that out as the purpose of the research.

Now I am going to sound mean, but I'd say a spell like this needs to be several levels higher. It helps the archer rogue capitalize far too much on an ally rigged to grapple. Maybe I put too high of a premium on the effect, but this is half of Improved Precise Shot.

Improved Precise Shot [General]
Prerequisites
Dex 19, Point Blank Shot, Precise Shot, base attack bonus +11.

Benefit
Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.

In addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen.
 

frankthedm said:
Now I am going to sound mean, but I'd say a spell like this needs to be several levels higher. It helps the archer rogue capitalize far too much on an ally rigged to grapple. Maybe I put too high of a premium on the effect, but this is half of Improved Precise Shot.

Improved Precise Shot [General]
Prerequisites
Dex 19, Point Blank Shot, Precise Shot, base attack bonus +11.

Benefit
Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.

In addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen.

(excuse the mild thread necromancey, but we are starting to seriously look this idea over now.)

Frankthedm (or anyone, really), that is a good point. However, could you really justify going higher then 1st or 2nd level on this spell?
 


frankthedm said:
I'd say a spell like this needs to be several levels higher. It helps the archer rogue capitalize far too much on an ally rigged to grapple. Maybe I put too high of a premium on the effect, but this is half of Improved Precise Shot.

Yes it is, you're right! But aren't most feats duplicated somehow by a spell? The downside of using a spell to get this effect is that spells are a limited resource. If that weren't a downside, then everyone would learn the spell guidance instead of the feat Weapon Focus.

I'd make two versions of this spell. One based off of guidance and the other built to be used in combat, based off of true strike. It's worth noting that the latter is pretty close to what you're trying to get.

Grapple Shot
Divination
Level: Sor/Wiz 0
Components: V, S, F
Casting Time: 1 standard action
Range: Creature Touched
Duration: 1 minute or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

This spell guides ranged attacks to strike true, even into a tangled wrestling match. The creature can fire a ranged attack into a grapple and, if it hits, strike the intended target without having a chance to hit any other targets.
Spell Focus: a strip of sweat-stained leather.

Unfailing Shot
Divination
Level: Rgr 1, Sor/Wiz 1
Components: V, F
Casting Time: 1 free action
Range: Personal
Duration: See text
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

Your ranged attacks are guided by magical insight to strike a target without fail. Your next single ranged attack roll (if it is made before the end of the next round) can ignore anything that might cause it to miss the intended target. This attack must be made against a known target that can be seen or has been seen within the last round.
Spell Focus: a strip of sweat-stained leather.


Note: When compared to true strike, a 1st-level spell that only grants a better chance to not miss is pretty weak, so I improved the spell so that it's a Verbal-only, free action spell. Because it being a personal spell that only affects one attack (based off of true strike), I made it apply to all miss chances (implying of course, concealment and grapple both). If that's not to your liking, it could be changed to last longer and be 1 standard action for casting time, but if it lasts much longer than 1 round/level I think it would be too long for a 1st-level spell.
 

TracerBullet42 said:
I've looked over the SRD, and can't seem to find the rules for creating new spells. Are they in there? Where might I find the necessary rules?

Tome & Blood had quite good guidelines to creating new spells, based on "benchmark spells".

Your spell has a very unusual effect, so balancing it against existing spells may be difficult. For example, a spell somewhat related in effect is True Strike, but that gives a net attack bonus.
 

Ok, as the one who's PC is going to be using this spell, here's the spell as I want it to work. Is it ok as a 2nd level spell?

Grapple Shot
Divination
Level: Sor/Wiz 2
Components: V, F
Casting Time: 1 swift action
Range: Self
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

This spell guides ranged attacks to strike true, even into a tangled wrestling match. The creature can fire a ranged attack into a grapple and, if it hits, strike the intended target without having a chance to hit any other targets. Additionally, the grappled creature may make an immediate grapple check (or escape artist check) to break free of the grapple.
Spell Focus: a strip of sweat-stained leather.

What do you think? I removed the somatic component, thinking as a swift action with the bow drawn, it just wouldn't really work otherwise. And I really like the idea of granting the extra grapple/escape artist check. Gives some extra kick to the spell. That's why I think it works as a 2nd level spell now.
 

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