[Dusk] Even more Red Magic

Michael Morris

First Post
Last Editted January 21st 2003

Think I've ran out of ways to level things... Heh heh..


Stone Rain
Conjuration [Earth]
Level: Red 9
Components: V, S, XP
Casting Time: 1 minute
Range: Long
Effect: 60' radius
Duration: 1 round / level
Saving Throw: See Text
Spell Resistance: Yes

You call down a rain of stone which pulverizes the landscape within the area of effect for 1d6 points of damage / caster level each round to a maximum of 20d6 / round. Creatures who are in the area of effect for an entire round are subject to the full damage of that round with a reflex saving throw to reduce the damage to 1/2 at a -4 penalty. Creatures who are in the area of effect for only part of a round are only subject to half damage and roll reflex saves reduce this damage to 1/4.

The stones this spell produces range in size from pebbles to boulders weighing up to 300 lb. At the spell's conclusion the ground of the area of effect buried to an average depth of 3 inches per round the stone rain lasted.

XP Cost: 5000 XP are lost when this spell is cast.

Twin Hits
Transmutation
Level: Red 8, Sor Wiz 9
Components: V, S
Casting Time: 1 action
Range: Close
Effect: One creature
Duration: 1 round / 2 levels
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes

The creature enhanced by this spell attacks twice each time it attacks at all. Hence a fighter with a normal attack progression of +16 / +11 / +6 / +1 will attack with a progression of +16 / +16 / +11 / +11 / +6 / +6 / +1 / +1. The "twin hit" granted by this spell must be against the same target as the initial attack - if that target dies the extra attack is lost.
Extra attacks gained through the use of spells (such as haste) are not enhanced by this spell, nor does this spell function during a time stop spell.


Firebreathing
Evocation [Fire]
Level: Red 5, Sor Wiz 6
Components: V, S, M
Casting Time: 1 action
Range: See Text.
Effect: 30' cone
Duration: See Text
Saving Throw: See Text
Spell Resistance: Yes

You imbue the creature you touch with the ability to breath fire if you are a red mage (if you are only a sorcerer or wizard this spell is personal only). The creature you touch can choose to roll a willpower save and any applicable SR if it does not wish to receive this ability.

The creature can breath once + an additional time for every 5 levels you have. It can breath immediately after receiving the spell, but each time it breathes it must wait 1d4 rounds before doing so again. In any event, the creature has 1 minute / level of the caster to use all the breath attacks this spell confers. Choosing to employ the breath weapon is a miscellaneous standard action for the creature that does not provoke an attack of opportunity.

The cone deals 1d6 damage for every 2 levels you have. Those caught in the cone roll a reflex save DC 15 + the dex modifier of the creature wielding the cone. They may also use any applicable SR, but they must test it each time they are struck by the breath weapon. Any feat you possess that raises the DC's of your spells raises this DC appropriately.

Material Component: A scale from a red dragon
 
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Nasty spells... 5000 experience is too much even for as devastating spell as stone rain. Something like 1000 is more in line with PHB spells.

Twin hits seems cool, but unfortunately somewhat overpowered. This is the oldschool haste from 2E and if cast to, say, solar... Lets just say it isn't pretty. :)

Firebreathing is fine as personal spell, used as booster to others it's on powerful side, but not overpowered. Of course if you have high-dex familiar this could be nasty surprise for your enemies.

Z.
 

The three above could use more work..

The three above could use some more work, but in the meanwhile, some more fuel to the fire....

Incite Rage
Enchantment [Mind Affecting]
Level: Drd 2, Shm 2, Rng 1, Red 1
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature Touched
Duration: 1 round / level (D)
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes

You incite a rage in the touched creature which is identical to that of a barbarian. The target gains phenomenal strength and durability but becomes reckless and less able to defend himself. He temporarily gains +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves, but suffers a –2 penalty to AC.

The increase in Constitution increases the target's hit points by 2 points per level, but these hit points go away at the end of the rage when the Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are; see Temporary Hit Points.) While raging, the target cannot use skills or abilities that require patience and concentration, such as moving silently or casting spells. (The only class skills he can’t use while raging are Craft, Handle Animal, and Intuit Direction.) He can use any feat he might have except for Expertise, item creation feats, metamagic feats, and Skill Focus (if it’s tied to a skill that requires patience or concentration)

The bonuses this spell grants are "rage" bonuses. They do not stack with the bonuses granted by the barbarian class ability of the same name or similiar prestige class abilities.


Ether Flash
Abjuration (Ward)
Level: Sor/Wiz 6, Red 4
Components: V, S
Casting Time: 1 action
Range: Close
Effect: 60' radius sphere
Duration: 1 hour / level (D)
Saving Throw: Fortitude 1/2
Spell Resistance: Yes

Creatures which enter or leave the area of effect through the use of any magic (Teleport, Gate, Summon Monster, Etc.) take 1d6 damage / caster level to a maximum of 15d6 points of damage.


Yarenic's Flame Weapon
Evocation [Fire]
Level: Sor/Wiz 4, Red 3
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature or Weapon Touched
Duration: 1 round / level (D)
Saving Throw: Will Negates (Harmless) or None (object).
Spell Resistance: Yes.

The touched weapon gainst the flaming and flaming burst properties. A touched creature's natural attacks gain these properties, but you must be a magi to cast this spell upon a creature. Enchanted bows, slings and crossbows confer this bonus upon their ammunition.

Flaming weapons deal +1d6 points of fire damage on each attack.

Flaming Burst weapons deal +1d10 points of fire damage on each successful critical hit. If the weapon has a X3 mulitplier add +2d10 points of damage instead. If the weapon has a X4 multiplier add +3d10 damage instead and so on.
 

Stone Rain is the first part of this 1d6 points of damage per level max 20d6. Then the other parts.

Creatures who are in the area of effect for an entire round take the full points of damage that round with a reflex saving throw for 1/2 at a -4 penalty. Creatures who are in the area of effect for only part of a round roll reflex saves for 1/2 normally and are only subject to half the full damage.

For that part of the spell that looks alot better.
Hope that helps some.
 

Why does Stone rain require XP?

It really isn't any more effective than Meteor Swarm IMO

Meteor Swarm does 24d6 immediately

This does 20d6 over 20 rounds.

I think this spell has a slightly better radius and is physical damage but that is more than offset by the duration based damage
 
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Ace said:
Why does Stone rain require XP?

It really isn't any more effective than Meteor Swarm IMO

Meteor Swarm does 24d6 immediately

This does 20d6 over 20 rounds.

I think this spell has a slightly better radius and is physical damage but that is more than offset by the duration based damage

The spell is supposed to do 1d6 / caster level / round, to a maximum of 20d6 / round. A 20th level caster dishes out a painful 400d6. Most creatures will have the sense to get away from the spell on the first round, but castles and immobile structures will get pulverized.

Here's the edited wording of the spell...

You call down a rain of stone which pulverizes the landscape within the area of effect for 1d6 points of damage / caster level each round to a maximum of 20d6 / round. Creatures who are in the area of effect for an entire round are subject to the full damage of that round with a reflex saving throw to reduce the damage to 1/2 at a -4 penalty. Creatures who are in the area of effect for only part of a round are only subject to half damage and roll reflex saves reduce this damage to 1/4.

The stones this spell produces range in size from pebbles to boulders weighing up to 300 lb. At the spell's conclusion the ground of the area of effect buried to an average depth of 3 inches per round the stone rain lasted.

XP Cost: 5000 XP are lost when this spell is cast.
 

Zap!

las said:
Ill vot after this post but I did one convsershen.

Zap
Evocation (Fire, Electricity)
Level: Sor/Wiz 0, Wuj 0-(Fire)
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. +5 ft./2 levels)
Target: One creature or object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You release a small thin beam colored orange . You must make a ranged touch attack to deal damage to a target. The spell deals 1 point of electricity and 1 point of fire damage.

Thats my not creature one any way the spell zap (kinda weak card but good a cantrip).

Just because a card is a cantrip does not mean it's spell equivalent need be a cantrip. There is no true card drawing mechanism in D&D

That said, what about this?

Zap
Evocation [Electricity]
Level: Sor/Wiz 0, Red 0

As ray of frost, but electrical damage.
 

Time to fill some gaps..

I have noted after sorting the spells that the red mage is missing spells at a couple of levels. So here I goes trying to fill those gaps.


Incinerate
Evocation [Fire]
Level: Red 3, Sor/Wiz 4
Components: V, S, M[/b]
Casting Time: One action
Range: Long
Target: One creature or object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You throw a small fiery orb at a creature. Make a ranged touch attack. If you hit the orb deals 1d8 points of damage / caster level, maximum 15d8.
Material Component: A polished coal stone.


Aggravated Assault
Transmutation
Level: Red 4, Sor/Wiz 5
Components: V, S
Range: Personal
Effect: 1 creature / level within a 60' radius
Duration: 1 round
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes

You empower a number of creatures near you with a brief haste effect. On the round following this spell those creatures act as if hasted by the spell. This spell's bonus is a haste bonus and does not stack with haste.


Agility
Transmutation
Level: Red 2
Components: V, S
Range: Medium
Target: 1 creature
Duration: 1 round
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes

The targetted creature gains a burst of speed sufficient to allow him to flank his opponent on his next attack. An opponent with uncanny dodge is still flanked by the creature you enchant with this spell if you are at least four levels higher than they.


Backdraft
Evocation
Level: Red 4
Components: V, S
Range: Long
Effect: 1 creature
Duration: Instanteous
Saving Throw: Fort 1/2
Spell Resistance: Yes

If the target creature used a spell, spell-like, or supernatural ability, or a magic item to inflict damage on the previous round, backdraft deals half that damage. If the damage for the attack cannot be recalled, have the creature roll new damage for the attack - they will subject to half the roll.

The damage type of backdraft is matches the original attack. Hence if the original attack was fire, backdraft deals fire damage. Note that many creatures have damage resisitance or even immunity against their own favorite attack forms.


Battle Strain
Transmutation
Level: Red 6, Sor/Wiz 7
Components: V, S
Range: Personal
Effect: 60' emenation
Duration: 1 round / caster level
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes

The melee attacks of all creatures in the area of effect which fail to hit the AC of the target but are high enough to make a touch attack deal half damage to their target. The saving throw against this spell is to ignore this ability, not to prevent the damage.


Whirlwind Attack
Enchantment
Level: Red 3, Sor Wiz 4
Components: V, S
Range: Close
Target: A creature
Duration: 1 round / level
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes

The targetted creature gains the whirlwind attack feat for the duration of this spell.

Blood Oath
Evocation
Level: Red 6, Sor/Wiz 8
Components: V, S
Range: Close
Target: A creature
Duration: Instantaneous
Saving Throw: Fort 1/2
Spell Resistance: Yes

Choose a school of magic. The target creature is dealt 2 points of damage for each spell level of that school they have prepared. Bards, shamans and sorcerers, who do not prepare spells, are immune to this spell, as are other spontaneous casters.
 
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Zap in the card game zap is not a cantrip it costs2 colorless and one red for one point of damage.

I made it fire and Electricity to make it worth casting (You can make it a red spell for dusk go on).

For it looks like a small beam of energy is shoting out of the ship (You no the big one that flys was the mane part of many sets).

How does that sound.
 

las said:
Zap in the card game zap is not a cantrip it costs2 colorless and one red for one point of damage.

I made it fire and Electricity to make it worth casting (You can make it a red spell for dusk go on).

For it looks like a small beam of energy is shoting out of the ship (You no the big one that flys was the mane part of many sets).

How does that sound.

In the slang of MtG any spell with an effect and the words "Draw a card." is a cantrip. Any creature or permanent that lets you draw a card when it comes into play is also a "cantrip." Zap deals 1 damage and lets you draw a card, hence it is a "cantrip."

As far as spell effect, it's a little too weak at one mere point of damage. Making it a fire alternated of ray of frost works better, especially since ray of frost is a green spell (I think - need to look it up).
 

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