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Dull Blade

fuindordm said:
The side effect of doing normal damage against skeletons could be added to this spell, I imagine, with no ill effects. I also thought about making it 3rd level but not allowing a save, but then it seemed kind of underpowered for a 3rd level spell.

Nah. I think it's great as it stands. :) By the way, looks like I might be playtesting it this weekend. Interested in finding out how it works out?
 

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Emongnome said:
Responding to the first Dull Blade spell: How about adding something to the effect that "Upon casting the spell, you can choose, for the duration of the spell, that the weapon deal only subdual damage, without the standard -4 penalty. Once chosen, the effect cannot change during the duration of the spell, though may be dispelled at any time."? Not sure if this bumps the spell up a level, but, personally, I don't think it would be necessary, so long as the duration wasn't 1 day/level or some nonsense. Just my 2 cp.

Actually, that's a really good idea, but I don't think there's room to fit that in to the spell and still keep it at first level. It would be perfect as another 1st level spell though. You should write it up.

Man, this thread is about to get bookmarked! :D
 

Ack, the all-mighty kreynolds asked ME write up the spell? Oh well, never wrote one up, but here goes:

Soften Weapon

Transmutation

Level: Sor/Wiz 1
Components: V,S,F
Casting Time: 1 action
Range: Touch
Effect: One weapon/3 levels (see below)
Duration: 1 min/level (D)
Saving Throw: See text
Spell Resistance: See text

Soften Weapon changes one weapon that deals normal damage to instead deal subdual damage without the normal -4 penalty for such attacks. This spell can be used for allies' weapons when lethal damage is undesired. Enemies' weapons may be affected by this spell, though it requires a successful touch attack against the weapon. In this case, only one weapon may be affected. This spell does not make the weapon blunt. Weapons that normally deal subdual damage (sap, whip, ect.) are not affected by this spell. Likewise, magical properties of the weapon are unaffected. Soften Weapon has no effect on weapon hardness or hit points.
One weapon per 3 caster levels can be affected by this spell (Max 6 weapons at 18th level), though all must be touched at the same time by the caster (see exception above). Note: At the DM's descrition, some intelligent weapons may resist the effects of this spell. Otherwise, no saving throw is allowed.
Focus: A soft piece of cloth.

Writer's Commentary: At first, I made it a spell with a range, but it would be too powerful to affect any weapon in the range (save that for a higher level spell). As usual, I'm poor at thinking up names for spells, feats, ect. Any ideas are greatly appreciated. Not sure who else would be allowed access to this spell: Clerics or bards would be the only other two. Well, how was my first attempt at spell creation? Hold on, let me put on my cloak of flame resistance! ;)
 

kreynolds said:


Nah. I think it's great as it stands. :) By the way, looks like I might be playtesting it this weekend. Interested in finding out how it works out?

Absolutely. It should be a good support spell for whoever ends up in single combat against the evil fighter-type!

--Ben
 

Emongnome, the only problem I see with Soften Weapon is the saving throw. All magic items get saving throws, and even non-magical items in your target's possessions get saving throws as well (the possessor of the item makes the save).

Other than that, it looks great! Consider it swiped for this weekends game! :)
 

Emongnome, the only problem I see with Soften Weapon is the saving throw. All magic items get saving throws, and even non-magical items in your target's possessions get saving throws as well (the possessor of the item makes the save).

You're right. That was my intent, but I made some mods during write-up and neglected the save issue. My intent was to basically have save and SR apply, but when applied to allies' weapons, the ally would obviously forgo the save. I also don't think I could put "harmless" in the save descriptor, as it can be used for two different reasons: on the party's weapons for subdual damage to knock-out and not kill a particular opponent or against an opponent's weapon to change the weapon's damage to subdual, which heals alot faster. Briefly, I wanted to supress certain magic weapon effects (vorpal and wounding specifically) because the spell effect made those properties invalid (dealing subdual damage means not cutting too deep, but dealing more surface damage), but quickly changed that as it would make it too powerful.
 


anybody for a real challenge?

I really screwed this spell up...


Ritterschreck

Evocation
Level: sor/wiz 6
Components: v, s
Casting Time: 1 action
Range: close ( 25ft )
Effects: disruption of 1 targeted metal object 25lbs + 5 lbs/3 levels/ item saves dc 10+casters level with pluses subtracted from the dc.
Duration: inst.
Saving Throw: Item save negates/ Ref save ½/ fort save special
Spell Resistance: no

Developed by Olaf Der Ritterschreck, a powerful warmage that specialized in anti armor spells.
The Ritterschrek spell agitates the atoms in a metal object, causing it to explode. The explosion sprays a 20ft area with shards of metal, causing d10+2 per level of the caster in damage. Those within 5ft or closer to the blast suffer d10+2 X 2 level of caster damage.
A successful ref. Save for those 5-20ft in the area of effect will take ½ damage, a fort save will be required for those within less than 5ft of the area of the blast, failure indicates d6 rounds of unconsciousness ( assuming the blast was survived ).
The spell is ineffective against animated metal constructs, creatures, and intelligent items.


And this one.....

Electrify Metal

Transmutation ( electricity )
Level: sor/wiz 3
components:v,s, Casting Time: 1 action
range: close ( 25ft +5ft / 2 levels )
Target: one metal object 25 lb. Of metal/level or 1x1ft area/level
Duration: 1 round per level of caster
Saving Throw: will negate
Spell Resistance: yes ( object )

This spell electrifies one metal object. Any living creature that is touching, or touches the electrified object during the duration of the spell, must make a fort save ( DC 15 ). The fort save for the first round of the spell is normal, failure resulting in d4 x casters level in damage. Failure of the fort save will also immobilize the creature affected for the duration of the spell, and inflict the above damage per round. A fort save can be made every round to break free of the electrified object, but with a cumulative penalty per round to the save roll ( DC 16, 17, 18, and so on ). Once the save is made, the creature is free from the electrified item, and will no longer be affected unless the item is touched during the spells duration.
Magic items with a plus will give the affected items plus to his fort save. Items such as metal armor will give the affected wearer a penalty to the fort save equivalent of the time it takes to get out of the armor ( magic pluses will decrease that penalty ).
If a metal area ( grate, metal floor, etc... ) is targeted, all in the area of effect must make fort saves. If the save is successful, an action to get out of the area of effect will be permitted.
Material components: cup of water and a piece of wood from a tree that has been struck by lightning
 


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