[Dusk] Red Magic

Michael Morris

First Post
Spells discussed throughout this thread are compiled here in the header message. Most have been editted since their original posting.

Happy burning. Please let me know if you think these are balanced.

(More information on the red magi prestige class and more spells from the setting are at the Dusk website - link is in my 'sig)


Ball Lightning
Conjuration (Summoning) [Electricity]
Level: Sor/Wiz 8, Red 7
Components: V, S
Casting Time: One Action
Range: Close
Effect: Ball Lightning
Duration: 1 round
Saving Throw: See Text
Spell Resistance: See Text

You summon Ball Lightning, a volatile creature from the plane of Shun which can only last a couple of seconds on the prime material plane. You designate a point for it to appear within close range and all creatures within 10’ of that point are dealt 10d6 damage, reflex saving throw for half and SR to negate (if any). The ball lightning immediately moves to attack a single foe of your choice within 60’. It has a +10 to hit and needs only make a touch attack. If it hits it deals 10d6 damage, fortitude save for half with no spell resistance allowed. It dissipates after this single attack.



Crown of Fire
Transmutation (Fire)
Level: Red 2, Sor/Wiz 4
Components: V, S, F
Casting Time: 1 action
Range: Close
Target: One Creature
Duration: 1 round / level of the caster
Saving Throw: None
Spell Resistance: Yes

You charge a gold circlet with fire and send it out towards a creature as a ranged touch attack. This "crown of fire" deals 1d6 fire damage to the creature each round. The creature also gains a bonus to attack and damage rolls equal to the damage to it.

A creature that takes 4 points of damage has a +4 bonus to attack and a +4 bonus to damage rolls

Note that if the subject of the spell somehow reduces the damage dealt by the spell the attack and damage bonuses are reduced appropriately. Hence a creature with fire resistance 5 could at best receive only a +1 to attack and damage from this spell.

Arcane Focus: A unmarked gold crown or circlet worth 100 gp.



Kindle
Evocation [Fire]
Level: Red 2
Components: V, S
Casting Time: One Action
Range: Medium
Target: One creature or object
Duration: Instantaneous
Saving Throw: Fortitude ½
Spell Resistance: Yes

You evoke a bolt of flame that streaks out to strike the target unerringly. This bolt deals 1d8 points of damage for each time it has been cast in the last minute. Hence the first casting deals 1d8, the second 2d8, and so on until the number of damage dice equals your level or 10, whichever is lower. Due to the peculiar nature of how this spell interacts with it’s caster any attempt to put it in a magic item robs the spell of its ability to count previous castings – hence it only deals 1d8 damage each time a magic item with the spell is used.



No Mercy, No Quarter
Transmutation
Level: Red 8
Components: V, S, M
Casting Time: One Round
Range: Personal
Effect: 60’ radius centered on you
Duration: 1 round / level (D)
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes (Harmless)

All creatures in the area of effect (including your enemies) gain a +20 competence bonus to melee attack rolls against creatures in the area of effect. If they could have hit their target without this bonus they threaten a critical hit. If they roll a normal threat, they critically hit automatically.



Transmute Rock to Lava
Transmutation [Fire]
Level: Drd 9, Red 9
Components: V, S
Casting Time: One Action
Range: Close
Effect: 20’ square area 10’ deep.
Duration: See Text
Saving Throw: See Text
Spell Resistance: No

With this powerful transmutation you transform the very rock your enemies stand upon into lava. Those in the area of effect make a reflex saving throw. If they succeed they move out of the area. Those who fail fall into the lava. Lava deals 20d6 damage / round to those totally submerged and 10d6 / round to those only partially submerged. It restricts movement as does mud (5’ per round).

Those within 10’ of the lava are dealt 2d6 heat damage each round, fortitude save for half. This damage is applied to any creature that made its reflex save to keep from falling in.


Fork
Universal (See Text)
Level: Red 5, Sor 5
Components: V, S, (M), (XP)
Casting Time: See Text
Range: See Text
Target/Effect: See Text
Duration: See Text
Saving Throw: See Text
Spell Resistance: See Text

You may mimic the actions of an arcane caster to duplicate a spell 4th level or less that he is casting and you are able to cast. You must ready an action to use this spell in reaction to another spell being cast. When the other spellcaster begins his spell you must succeed at a spellcraft check to identify it as if you where going to counterspell it. If you succeed you may cast fork.
Fork duplicates the spell used by the other caster in all respects except that you are in control of the fork spell. Essentially the spell targeted by fork is briefly added to your spells known progression and you cast it away in the same action. You cannot use fork to counterspell a spell. Your forked spell happens immediately after the spell you mimic, and if that spell damages you then you will need to make a concentration check to complete the fork spell. For the rest of the combat you then act immediately after the caster you mimicked on the initiative count – this is different from the normal use of the readied action ability that allows you to act before the person you interrupted.
This spell is not available to wizards since it requires sophisticated knowledge of spontaneous casting technique.
Material Components and XP cost: Fork has no material components or XP cost in and of itself, but the spells it could mimic sometimes do. Any material component without a stated value can be ignored when the spell is forked. If the spell being mimicked has a material component with a stated value then forking it costs 1 XP per 100 gold value of that material component (round down, min 1) unless you possess that material component. If you fork a spell that has an XP cost you must pay the same XP cost.


Greater Fork
Universal (See Text)
Level: Red 9, Sor 9

As fork, with a maximum spell level mimicked of 8th.


Reaching Weapon
(You grant a weapon an additional 5’ of reach)
Evocation [Force]
Level: Red 1, Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft. / 2 levels)
Target: One Weapon
Duration: 10 minutes / level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

This spell imbues a weapon with an additional 5’ of reach. This reach takes the form of a flash of force energy that comes off the tip of the weapon to strike the foe as if the weapon had struck the foe.
The lava created by this spell remains until it cools, a process taking up to 2 weeks to complete. The lava will have enough heat to deal the damage described above for 48 hours after casting.


Pandemonium
Evocation [Force]
Level: Red 7
Components: V, S
Casting Time: One Action
Range: Medium
Effect: 60’ diameter area
Duration: 1 round / level (D)
Saving Throw: Fortitude Neg (see text)
Spell Resistance: Yes (see text)

Whenever any creature in the area of effect successfully completes a melee attack he may choose to have that damage dealt to another creature within the area of pandemonium. This secondary damage is force damage and its target makes a fortitude save to negate and a spell resistance roll to negate. These rolls must be made each and every time a creature is so targeted.

Whenver an unintelligent creature deals melee damage its secondary damage is dealt to the nearest hostile creature to it within pandemonium’s area of effect.


Quick
Transmutation
Level: Red 1, Sor/Wiz 1
Components: V, S
Casting Time: One action
Range: Close
Target: A creature
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

The creature you target with this spell gains a small burst of speed. If they haven’t acted already this round they gain a full action immediately after you finish this spell and their initiative changes to match yours. If they’ve already acted this round they gain an additional partial action for the round and their initiative changes to match yours. A creature which has already taken a bonus partial action gains no partial action from this spell, but its initiative count still changes.


Wildfire
Evocation [Fire]
Level: Red 9
Components: V, S
Casting Time: One Action
Range: Long
Effect: 500’ x 500’ area
Duration: Instantaneous
Saving Throw: Reflex ½ (see text)
Spell Resistance: Yes (see text)

What this spell lacks in damage (only 5d6) it makes up for in an insane area of effect. 5d6 damage is dealt to all creatures in the area of effect as a wave of fire erupts from the ground. This fire will ignite any vegetation in the area of effect and the resultant inferno may do far more damage than this spell. This collatereal damage allows for no spell resistance roll and may not allow a reflex save either if there is nowhere left to dodge to (a very real possibility near the center of the area of effect). The GM will adjucate the effects of this blaze based on prevailing wind conditions, moisture in the air, etc.
 
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Re: Red Spells up for review

Michael_Morris said:



Ball Lightning
Conjuration (Summoning) [Electricity]
Level: Sor/Wiz 8, Red 7
Components: V, S
Casting Time: One Action
Range: Close
Effect: Ball Lightning
Duration: 1 round
Saving Throw: Reflex or Fortitude ½
Spell Resistance: Yes or No

You summon Ball Lightning. All creatures within 10’ of the point where the ball lightning initially appears are dealt 10d6 damage, reflex saving throw for half. The creature then immediately moves to attack a single foe of your choice within 60’. It has a +10 to hit and needs only make a touch attack. If it hits it deals 10d6 damage, fortitude save for half with no spell resistance allowed. It dissipates after this single attack.




Two things:

1) You could add a chaos tag to crown of fire.

2) I don't reallly get ball lightning. ALL effected then move to hit someone the caster desires and do another 10d6 damage? Do they do that on their turn or right after the spell is cast? What if a rogue passes his save and has evasion does he go? What if someone makes his save and only takes 5d6, can he turn around and dish out 10d6? The mechanics on this one are a little odd, I need a little more clarification.
 

Re: Re: Red Spells up for review

Quickly regarding Kindle - it's way too weak to be 3rd level. I'll might explain why later.

trentonjoe said:


Two things:

1) You could add a chaos tag to crown of fire.

Perhaps. The fact that it is a red spell tags it as being chaotic to begin with.

2) I don't reallly get ball lightning. ALL effected then move to hit someone the caster desires and do another 10d6 damage? Do they do that on their turn or right after the spell is cast? What if a rogue passes his save and has evasion does he go? What if someone makes his save and only takes 5d6, can he turn around and dish out 10d6? The mechanics on this one are a little odd, I need a little more clarification.

The Ball Lightning acts as soon as any summoned creature acts - in most GM's games this will be on the round after it appears. It could presumably act the instant it appears without affecting the spell's balance.

Anyway, the ball lightning appears and deals 10d6 to everyone within 10' of the point where it appears - a reflex save for 1/2. It then moves and attacks a single foe (who may or may not be within 10 ft. of the point where it appeared) and if it hits with its one attack it deals 10d6 damage to that target, fort save for 1/2.

If a rogue is within 10' of a ball lightning it could evade the first 10d6 entirely (the part that allows a reflex save) but get hit by the attack for the second10d6 which requires a fort save.

Note that if the ball lightning misses it's attack (quite possible against an agile rogue) it still dissapates. It only gets one attack.
 

Ball Lightning is a touch weak for 8th level. After all, Chain Lightning has very similar damage (20d6 vs. one target; 10d6 vs. secondary targets) and is much more flexible (you can fry your enemies but not your friends). Either lower the level or possibly up the damage (bear in mind that Horrid Wilting can go to 25d8, so 8th level spells have quite a lot of damage potential).

Also, should this not be Evocation? Of course, it summons a 'Ball Lightning', but since 'Ball Lightning' is an elemental energy blast rather than an actual creature, it should probably be Evoc. The extension of this (i.e. assuming it is Evoc) is that there ought be SR against the ball.

The others look fine. Kindle seems fine at 2nd, as on balance it is not that much more powerful than the 1st level Lesser Fire Orb, and evidently weaker than 3rd level Fireball.

Crown of Fire is fine, if a bit weak. As a damage spell it is clearly inferior to Fireball etc. As a buff spell it is inferior to Greater Magic Weapon. Probably acceptable at 2nd level.

No Mercy, No Quarter is fine (nasty, but fine); as is Transmute Rock to Lava.
 

Crown of Fire:

This is really weak. Compare it to Greater Magic weapon which, at 9th level, adds a +3 enhancement bonus without dealing damage and without fail, and for much longer. Can I try an alternate? See what you think. I don't know the Red prestige, so I won't try to approximate what level this should be in their list.

Crown of Fire:
Enchantment (Fire)
Level: Sor/Wiz 4
Components: V, S, F
Casting Time: 1 action
Range: Close (25ft + 5ft/2 levels)
Target: One Creature
Duration: 1 Hour/Level (D)
Saving Throw: Reflex Negates
Spell Resistance: Yes

By enchanting a golden circlet of at least 100gp in value, the caster of this spell creates a powerful weapon with a cost. The caster targets an individual, and the crown flies toward him. It then hovers over his head, glowing with harmless flames.

The wearer of the crown may, if he is unwilling, attempt a reflex save to dodge the crown.

To activate the crown, the wearer must simply concentrate. This is a free action, as is turning it off. While the crown is activated, it glows brighter and hotter, and deals 1d6 damage per round to the wearer, but also bestows abilities upon him. Any weapon he weilds is considered a Flaming Burst Weapon, if it was not already, dealing an additional 1d6 points of fire damage on a successful hit. It also bestows an enhancement bonus of +2 upon the weapon. Targets weilding multiple weapons have all of their weapons so enchanted. Projectile weapons are also enchanted, and bestow their enhancements upon their ammunition, but the ammunition itself is not enhanced. These bonuses do not stack with existing enhancement bonuses, but will override lower bonuses.


Hows that look?
 

Well Maximillian, whatever the level of the spell for sorcerers and wizards, it is designed by red mages. If you're familiar with MtG you'll note that many red spells with drawbacks can't be turned on and off. There's nothing mechanically wrong with your suggested change to the spell, but flavorwise there are some problems.

I don't want the spell to be able to be turned off at will. Perhaps simply dropping it a level would be a quicker fix. If you have any other ideas, please share them...
 

Ball lightning should either be Evocation or Conjuration [creation] if it creates a creature. Unless you have these in some odd place in your game, like the para-elemental plane of lightning (or is lightning quasi?) Also you should get SP against the initial 10d6 damage in either case, because this is a direct component of the spell. If it does indeed summon / create a creature then not allowing SR on the secondary attack makes sense. Balance looks OK, hard to compare to chain lightning since chain scales and this is fixed (possibly even too good for a 15th level caster, really).

Crown of Fire should most likely be transmutation, or possibly evocation. In third edition the school of enchantment is entirely restricted to mental magic, not the "making magical items" as in earlier editions.

What level sorcerer / wizard would you peg kindling as? 2 looks ok for a sorcerer or wizard. I'm not really familiar with the red magi class, but it should work for a 2nd level sorcerer / wizard spell.


No mercy, no quarter is interesting. It's really an odd spell, though I suppose it would work best on single powerful opponents.... though if they have power attack it could get very messy.... Very hard to comment on, because it has such a serious drawback. Given how powerful it is the 8th level should work. But even with play testing this one I think will be hard to set a level for.

Transmute rock to lava is very cool. You should most likely also list how very large creatures deal with the spell, though, those too large to be submersed. (greater than a 20'x20' face).
 
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Michael,

I'm sure you have your reasons for that. I made it On/Off at will, because I upped the duration to 1hr/lv, and at 1d6 per round, with no save, almost anyone would be killed by that, outright. Even with Protection from Elements, the 1/6th of the time you'd take 1 point of damage could be deadly. If you lower the duration to 1 round per level, you should really up the bonuses.
 

Maximillian said:
Michael,

I'm sure you have your reasons for that. I made it On/Off at will, because I upped the duration to 1hr/lv, and at 1d6 per round, with no save, almost anyone would be killed by that, outright. Even with Protection from Elements, the 1/6th of the time you'd take 1 point of damage could be deadly. If you lower the duration to 1 round per level, you should really up the bonuses.

Perhaps set the bonus to the damage taken... i.e. if 6 points of damage are taken the spell gives a +6 to hit and to damage. And remember, prevented damage doesn't count towards the bonus - if you used a protection from elements spell to prevent the first 5 points of damage and only take 1 point of damage then you'll only get a +1 to attack and to damage.
 

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