Custom Spell: Celestial Coalescence

What do you think of this?

  • Looks great as is!

    Votes: 1 20.0%
  • Needs some minor tweaking like...

    Votes: 2 40.0%
  • BROKEN! Here are some suggestions to fix it...

    Votes: 2 40.0%

Velenne

Explorer
Alyssarhi’s Celestial Coalescence
Conjuration [Good]
Level: Sor/Wiz 6
Components: V
Casting Time: 1 minute
Range: Personal
Target: You
Duration: 10 minutes/level (D)
Saving Throw: See below

As polymorph self except as noted above and as follows. The caster of this spell summons the spirit of a Valiance who infuses its power into the caster’s body, causing wondrous and fearful changes. In addition to the normal abilities granted by the celestial polymorph, the caster is also granted the arcane angel’s Extraordinary and Supernatural abilities. Such power does not come without a high cost, however. When the caster dismisses the spirit, or when the spell’s duration runs out, he must immediately make a Fortitude save (DC 10 + 1 per 10 minutes the spell was in effect) or be Fatigued (see Core Rulebook II) from carrying so much power until he recieves 8 hours of complete rest.
 

log in or register to remove this ad


This is a custom spell created by what will be a 13th level Sorceror/Summoner (Relics and Rituals I; using a celestial matron). I chose Conjuration because that's his specialty and that's where he would draw the knowledge from for its creation. It's also a way to explain how the caster gets the Ex and Su abilities.

In creating this spell, I looked at Fiendform (from Magic of Faerun) and decided to balance something up against that. This one allows fewer forms, but the one form is does allow is very powerful (even sans Spell-like abilities). I also attempted to balance it using the guidelines from Tome and Blood and the Polymorph Self errata.

Ultimately I ended up with a fairly short duration which can still be applicable but is not an "all-day" buff. It can't be used immidiately going into battle (see Casting Time), but only if battle can be forseen in the near future (similar to spells like See Invisibility). The penalty for failing the save isn't too strict, but could be given the situation.
 

Sorry, Valiance is from the Book of Eldrich Might II. It has the base abilities of most celestials in the MM (aura of menace, aura of protection, teleport, tongues etc...I don't have it in front of me.) Their power is on par with Avorals, but with this spell, they don't get the spell-like abilities (a major factor of the Arcane Angels)
 



Valiance
Medium Outsider (Good)
Hit Dice: 6d8 + 24 (52 hp)
Speed: 30 feet, fly 80 feet (average)
AC: 25 (+5 Dex, +10 natural)
Attacks: Slam +9/+4 melee
Damage: Slam 1d6+4
Face/Reach: 5 feet by 5 feet/5 feet
Special Qualities: Damage reduction 15/+1, SR 25, celestial qualities
Saves: Fort +9, Ref +10, Will +7
Abilities: Str 17 Dex 21, Con 18, Int 21,Wis 14, Cha 22
Challenge Rating: 10

Celestial Qualities
Aura of Menace (Su): Like archons, a righteous aura surrounds arcane angels that fight or get angry. Any hostile creature within a 20-foot radius of an arcane angel must succeed
at a Will save to resist its effects. The save DC varies with the type of arcane angel—19 for the valiance and 20 for the thaerestian. Those who fail suffer a –2 morale penalty to attacks, AC, and saves for one day or until they successfully hit the arcane angel that generated the aura. A creature that has resisted or broken the effect cannot be affected again by that arcane angel’s aura for one day.
Protective Aura (Su): As a free action, arcane angels can surround themselves with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and as a minor globe of invulnerability, both as cast by a sorcerer with a level equal to the angel’s Hit Dice. The aura can be dispelled, but the celestial can create it again as a free action on its next turn.
Teleport (Su): Arcane angels can teleport without error at will, as the spell cast by a 14th-level sorcerer, except it can transport only itself and up to 50 lbs. of objects.
Tongues (Su): Arcane angels can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level sorcerer. This ability remains always active.
Immunities (Ex): All celestials are immune to electricity and petrification attacks. Arcane angels are also immune to cold and acid.
Resistances (Ex): Arcane angels have fire resistance 20. They receive a +4 racial bonus to Fortitude saves against
poison.
Keen Vision (Ex): Arcane angels have low-light vision and 60-foot darkvision.



VS.




Quasit
Tiny Outsider (Chaotic, Evil)
Hit Dice: 3d8 (13 hp)
Initiative: +3 (Dex)
Speed: 20 ft., fly 50 ft. (perfect)
AC: 18 (+2 size, +3 Dex, +3 natural)
Attacks: 2 claws +8 melee, bite +3 melee
Damage: Claw 1d3-1 and poison, bite 1d4-1
Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft.
Special Attacks: Spell-like abilities, poison
Special Qualities: Damage reduction 5/silver, SR 5, poison immunity, fire resistance 20, alternate form, regeneration 2
Saves: Fort +3, Ref +6, Will +4
Abilities: Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 10
Challenge Rating: 3

Spell-Like Abilities: At will-detect good, detect magic, and invisibility (self only); 1/day-cause fear (as the spell, except that its area is a 30-foot radius from the quasit). These abilities are as the spells cast by a 6th-level sorcerer (save DC 10 + spell level).
Once per week a quasit can use commune to ask six questions (this is otherwise as the spell cast by a 12th-level cleric).
Poison (Ex): Claw, Fortitude save (DC 13); initial damage 1d4 temporary Dexterity, secondary damage 2d4 temporary Dexterity.
Alternate Form (Su): A quasit can assume other forms at will as a standard action. This ability functions as polymorph self cast by a 12th-level sorcerer, except that any individual quasit can assume only one or two forms no larger than Medium-size. Common forms include bat, monstrous centipede, toad, and wolf.
Regeneration (Ex): Quasits take normal damage from acid, and from holy and blessed weapons.

Analysis to follow.
 
Last edited:

Fiendform, 6th level, 1 action casting time, 1 min/level duration

Effective spells cast: Polymorph Self (limited to one or two forms no larger than medium), detect good, detect magic, see invisibility, Poison (limited to dex damage, DC 13 save), Resist Elements (fire), Darkvision

Other perks: AC 18, DR 5/silver, Poison Immunity, Regen 2 (Acid/Blessed/Holy), cause fear burst 1/day (DC 11), commune with demons 1/week, can alternatively choose from 3 other weaker demon and devil forms (dretch/lemure, or imp CR 1-2)


VS.


Celestial Coalescence, 6th level, 1 minute casting time, 10 min/level duration

Effective spells cast: 2x Widened Magic Circle Against Evil (even if dispelled can be brought back as free action, double strength +4/+4 to AC/Saves), 2x Widened Minor Globe of Invulnerability, Tongues, Energy Immunity: Electricity, Energy Immunity: Cold, Energy Immunity: Acid, Resist Elements: Fire, Darkvision, Spell Resistance (13th level caster)

Other perks: AC 25, Strength/Constitution increases, area of effect double strength Doom spell (negated by successful strike against character), Immune to Petrification, Teleport without Error (7th level spell, higher than the spell being discussed) at will(!!) (limited to caster only)

Drawbacks: Could result in being tired after the duration has run out
 

It is my opinion that the spell is not balanced. It is 1 10th level, 1 9th level, 1 7th level, 4 6th level, 3 3rd level, 1 2nd level, and 1st level defensive spells all for one 6th level slot.

10th - 2x Widened Minor Globe of Invulnerability (renewable)
9th - 2x Widened Magic Circle vs. Evil (renewable, double strength)
7th- Teleport without Error (limit: self only, bonus: unlimited useage)
6th- Energy Immunity: Acid, Cold, Electricity, Spell Resistance (cleric spell, 13th level caster)
3rd- Tongues, Resist Elements: Fire, Fly
2nd- Darkvision
1st- emanation Doom (cleric spell, can be negated with successful attack)

This plus DR and miscellaneous polymorph effects (neglible AC, stat/save bonus, etc) leads me to the opinion the spell is still not balanced.

Though I could be wrong or there could be a few simple changes that will balance it. This is just my take on it.
 


Remove ads

Top