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Custom Luck spells (Level suggestions requested)
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<blockquote data-quote="Igarashi" data-source="post: 708410" data-attributes="member: 9865"><p>Hi there,</p><p>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. </p><p></p><p>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.</p><p></p><p>I will probably allow all of these spells, I just want some opinions if they are of appropriate level.</p><p></p><p>Thanks,</p><p>Ig.</p><p></p><p>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.</p><p></p><p>Sid's Serendipity </p><p>Enchantment</p><p>Sor/Wiz 1</p><p>Range: Touch</p><p>Casting Time: one action</p><p>Effect: Creature touched</p><p>Duration: one round</p><p>Save: Will negates (harmless)</p><p>SR: Yes</p><p></p><p>Target's next attack roll (if within the spell's duration) is noted. If the</p><p>creature makes another attack within one minute of the first one, they may</p><p>choose to automatically make the same roll as that first attack. This</p><p>ability only works for the very next attack after the first one. Also note</p><p>that only the attack roll transfers, bonuses to the two attacks may be</p><p>different. Creatures must have an intelligence score of 1 or higher to</p><p>benefit from this spell. </p><p></p><p></p><p>Sid's Good day/Bad day</p><p>Enchantment</p><p>Sor/Wiz 2</p><p>Range: Medium</p><p>Casting Time: one action</p><p>Effect: one creature</p><p>Duration: 24 hours</p><p>Save: Will negates</p><p>SR: Yes</p><p></p><p>This spell bestows a bonus or penalty to AC, attacks, saves and checks,</p><p>determined by the amount 1d6-3. If positive, the amount is a luck bonus; if</p><p>negative, it is a penalty; if zero, the spell has no bonuses or penalties,</p><p>but is still considered to affect the creature. If cast on a creature</p><p>already affected by the spell, the new casting has no effect. The spell may</p><p>not be prematurely dispelled by the caster, though it may be affected</p><p>normally by spells such as Dispel Magic. </p><p>This spell cannot be affected by the Empower metamagic feat.</p><p></p><p></p><p>Sid's Underpowered Spellcaster</p><p>Enchantment</p><p>Sor/Wiz 4</p><p>Range: Close</p><p>Casting Time: one action</p><p>Effect: one creature</p><p>Duration: 1 round / 5 levels</p><p>Save: Will negates</p><p>SR: Yes</p><p></p><p>All variable, numeric effects of spells cast by the target are multiplied by</p><p>.5 (ie. the result is halved). If an empowered spell is cast, the two</p><p>descriptors cancel and there is no multiplier.</p><p></p><p></p><p>Sid's Great day/Terrible day</p><p>Enchantment</p><p>Sor/Wiz 4</p><p></p><p>As Sid's Good day/Bad day, except the amount is 1d10-5.</p><p></p><p></p><p>Sid's Minimized Spellcaster</p><p>Enchantment</p><p>Sor/Wiz 5</p><p>Range: Close</p><p>Casting Time: one action</p><p>Effect: one creature</p><p>Duration: 1 round / 5 levels</p><p>Save: Will negates</p><p>SR: Yes</p><p></p><p>All variable, numeric effects of spells cast by the target immediately</p><p>result in the lowest die rolls possible. So a fireball that does 10d6</p><p>damage would instead automatically do 10 damage (as though it had rolled 10</p><p>1's). If a maximized spell is cast, the two descriptors cancel and the</p><p>spell is rolled normally.</p></blockquote><p></p>
[QUOTE="Igarashi, post: 708410, member: 9865"] 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. [/QUOTE]
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