Hi there,
In a game that I'm running, one of my players is playing a wizard with a gambling problem. He wants to extend his concept into his spell-casting, and gave me a list of the following spells that he'd like to research.
What he's going to do, is shoot for the fatespinner prestige class, so he can re-roll some of these effects when they don't do what he wants.
I will probably allow all of these spells, I just want some opinions if they are of appropriate level.
Thanks,
Ig.
P.S. Assume any bonuses or penalties are actually Luck bonuses or penalties. These are the spells exactly as they were sent to me by my player.
Sid's Serendipity
Enchantment
Sor/Wiz 1
Range: Touch
Casting Time: one action
Effect: Creature touched
Duration: one round
Save: Will negates (harmless)
SR: Yes
Target's next attack roll (if within the spell's duration) is noted. If the
creature makes another attack within one minute of the first one, they may
choose to automatically make the same roll as that first attack. This
ability only works for the very next attack after the first one. Also note
that only the attack roll transfers, bonuses to the two attacks may be
different. Creatures must have an intelligence score of 1 or higher to
benefit from this spell.
Sid's Good day/Bad day
Enchantment
Sor/Wiz 2
Range: Medium
Casting Time: one action
Effect: one creature
Duration: 24 hours
Save: Will negates
SR: Yes
This spell bestows a bonus or penalty to AC, attacks, saves and checks,
determined by the amount 1d6-3. If positive, the amount is a luck bonus; if
negative, it is a penalty; if zero, the spell has no bonuses or penalties,
but is still considered to affect the creature. If cast on a creature
already affected by the spell, the new casting has no effect. The spell may
not be prematurely dispelled by the caster, though it may be affected
normally by spells such as Dispel Magic.
This spell cannot be affected by the Empower metamagic feat.
Sid's Underpowered Spellcaster
Enchantment
Sor/Wiz 4
Range: Close
Casting Time: one action
Effect: one creature
Duration: 1 round / 5 levels
Save: Will negates
SR: Yes
All variable, numeric effects of spells cast by the target are multiplied by
.5 (ie. the result is halved). If an empowered spell is cast, the two
descriptors cancel and there is no multiplier.
Sid's Great day/Terrible day
Enchantment
Sor/Wiz 4
As Sid's Good day/Bad day, except the amount is 1d10-5.
Sid's Minimized Spellcaster
Enchantment
Sor/Wiz 5
Range: Close
Casting Time: one action
Effect: one creature
Duration: 1 round / 5 levels
Save: Will negates
SR: Yes
All variable, numeric effects of spells cast by the target immediately
result in the lowest die rolls possible. So a fireball that does 10d6
damage would instead automatically do 10 damage (as though it had rolled 10
1's). If a maximized spell is cast, the two descriptors cancel and the
spell is rolled normally.
In a game that I'm running, one of my players is playing a wizard with a gambling problem. He wants to extend his concept into his spell-casting, and gave me a list of the following spells that he'd like to research.
What he's going to do, is shoot for the fatespinner prestige class, so he can re-roll some of these effects when they don't do what he wants.
I will probably allow all of these spells, I just want some opinions if they are of appropriate level.
Thanks,
Ig.
P.S. Assume any bonuses or penalties are actually Luck bonuses or penalties. These are the spells exactly as they were sent to me by my player.
Sid's Serendipity
Enchantment
Sor/Wiz 1
Range: Touch
Casting Time: one action
Effect: Creature touched
Duration: one round
Save: Will negates (harmless)
SR: Yes
Target's next attack roll (if within the spell's duration) is noted. If the
creature makes another attack within one minute of the first one, they may
choose to automatically make the same roll as that first attack. This
ability only works for the very next attack after the first one. Also note
that only the attack roll transfers, bonuses to the two attacks may be
different. Creatures must have an intelligence score of 1 or higher to
benefit from this spell.
Sid's Good day/Bad day
Enchantment
Sor/Wiz 2
Range: Medium
Casting Time: one action
Effect: one creature
Duration: 24 hours
Save: Will negates
SR: Yes
This spell bestows a bonus or penalty to AC, attacks, saves and checks,
determined by the amount 1d6-3. If positive, the amount is a luck bonus; if
negative, it is a penalty; if zero, the spell has no bonuses or penalties,
but is still considered to affect the creature. If cast on a creature
already affected by the spell, the new casting has no effect. The spell may
not be prematurely dispelled by the caster, though it may be affected
normally by spells such as Dispel Magic.
This spell cannot be affected by the Empower metamagic feat.
Sid's Underpowered Spellcaster
Enchantment
Sor/Wiz 4
Range: Close
Casting Time: one action
Effect: one creature
Duration: 1 round / 5 levels
Save: Will negates
SR: Yes
All variable, numeric effects of spells cast by the target are multiplied by
.5 (ie. the result is halved). If an empowered spell is cast, the two
descriptors cancel and there is no multiplier.
Sid's Great day/Terrible day
Enchantment
Sor/Wiz 4
As Sid's Good day/Bad day, except the amount is 1d10-5.
Sid's Minimized Spellcaster
Enchantment
Sor/Wiz 5
Range: Close
Casting Time: one action
Effect: one creature
Duration: 1 round / 5 levels
Save: Will negates
SR: Yes
All variable, numeric effects of spells cast by the target immediately
result in the lowest die rolls possible. So a fireball that does 10d6
damage would instead automatically do 10 damage (as though it had rolled 10
1's). If a maximized spell is cast, the two descriptors cancel and the
spell is rolled normally.