Custom Luck spells (Level suggestions requested)

Igarashi

First Post
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.
 

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I might increase Sid's Good Day/Bad Day to 3rd level and Sid's Great Day/Terrible Day to 5th level, and I doubt I would allow Sid's Minimized Spellcaster, and certainly not at 5th level.
 

SamuraiY said:
I doubt I would allow Sid's Minimized Spellcaster, and certainly not at 5th level.
Well, I was sceptical of it at first, but then I remembered Feeblemind. (From the SRD)
Feeblemind
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates (see text)
Spell Resistance: Yes
The subject's Intelligence score drops to 1. Still,
the creature knows who its friends are and can
follow them and even protect them. The
creature remains in this state until a heal,
limited wish, miracle, or wish spell is used to
cancel the effects. Creatures who can cast
arcane spells or use arcane spell-like effects
suffer a -4 penalty on their saving throws.

Considering that the save is easier, the effects only a few rounds at most, and the effects not as severe (They can still cast spells not requiring a random result with full potentcy), I see no problem with it being a 5th level spell. The number of applicable targets is even less. Feeblemind could be used on a rogue or fighter to a limited degree of success, while Sid's Minimized Spellcaster would be useless.
 
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Good point. I guess its ok then, but I would still consider putting the other two spells up a level. It just seems like they have too great a probability of being abused(luck domain, etc.), but maybe not.
 

I always love spells that have a drawback, my favorite kind:)

I think for good day/bad day etc, make it a curse affect. That way your not having to worry about dispel magic and the like. Also, I'd allow empower, just empower the whole number, not just the d6 (that's how magic missile is empowered).

For serendipity, change the duration to see text. It makes more sense that way.

I'd leave the good day bad day stuff were they are right now, since there's a better chance of getting something good than bad. not sure about the others though have to think about it.
 

SamuraiY said:
Good point. I guess its ok then, but I would still consider putting the other two spells up a level. It just seems like they have too great a probability of being abused(luck domain, etc.), but maybe not.
I agree. If these started out less potent, and worked up to this, I wouldn't have a problem with them, but I don't really know of a way to do that, unless maybe the spell starts at 1d4 - 2 when he first gets it, and as he levels the die increases, 1d6-3, 1d8-4, maybe capping out at 1d10-5. Maybe increase the die type every other level past 5th?
 

Far from being too powerful, Underpowered Spellcaster and Minimised Spellcaster are too weak at 4th and 5th respectively.

They are clearly inferior to Hold Monster at 5th, and bear in mind that Confusion is at 4th, affects more targets, with a nastier effect, lasts longer and does not have a limit on the type of target. Even Blindness/Deafness, at 2nd level, is probably comparable is terms of how nasty some of these spells are. I think that 2nd and 3rd respectively is probably about right, especially given the duration.

The Good Day/Bad Day series is probably okay, although can they be Maximised? If so, then I think you may want to bump their level up slightly. A +3 luck bonus (i.e. probably highly stackable) for 24 hours to AC, attacks, saves and checks at 5th level is probably overpowered; similarly, a +5 bonus at 7th to all the above is very strong (especially compared to e.g. Resistance to Spells at 8th level).
 


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