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[Dusk] Red Magic
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<blockquote data-quote="Michael Morris" data-source="post: 577026" data-attributes="member: 87"><p>Spells discussed throughout this thread are compiled here in the header message. Most have been editted since their original posting.</p><p></p><p>Happy burning. Please let me know if you think these are balanced.</p><p></p><p>(More information on the red magi prestige class and more spells from the setting are at the Dusk website - link is in my 'sig)</p><p></p><p></p><p>Ball Lightning</p><p>Conjuration (Summoning) [Electricity]</p><p>Level: Sor/Wiz 8, Red 7</p><p>Components: V, S</p><p>Casting Time: One Action</p><p>Range: Close</p><p>Effect: Ball Lightning</p><p>Duration: 1 round</p><p>Saving Throw: See Text</p><p>Spell Resistance: See Text</p><p></p><p>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.</p><p></p><p></p><p></p><p>Crown of Fire</p><p>Transmutation (Fire)</p><p>Level: Red 2, Sor/Wiz 4</p><p>Components: V, S, F</p><p>Casting Time: 1 action</p><p>Range: Close</p><p>Target: One Creature</p><p>Duration: 1 round / level of the caster</p><p>Saving Throw: None</p><p>Spell Resistance: Yes</p><p></p><p>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.</p><p></p><p><em>A creature that takes 4 points of damage has a +4 bonus to attack and a +4 bonus to damage rolls</em></p><p></p><p>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.</p><p></p><p>Arcane Focus: A unmarked gold crown or circlet worth 100 gp.</p><p></p><p></p><p></p><p>Kindle</p><p>Evocation [Fire]</p><p>Level: Red 2</p><p>Components: V, S</p><p>Casting Time: One Action</p><p>Range: Medium</p><p>Target: One creature or object</p><p>Duration: Instantaneous</p><p>Saving Throw: Fortitude ½ </p><p>Spell Resistance: Yes</p><p></p><p>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.</p><p></p><p></p><p></p><p>No Mercy, No Quarter</p><p>Transmutation</p><p>Level: Red 8</p><p>Components: V, S, M</p><p>Casting Time: One Round</p><p>Range: Personal</p><p>Effect: 60’ radius centered on you</p><p>Duration: 1 round / level (D)</p><p>Saving Throw: Will Negates (Harmless) </p><p>Spell Resistance: Yes (Harmless)</p><p></p><p>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.</p><p></p><p></p><p></p><p>Transmute Rock to Lava</p><p>Transmutation [Fire]</p><p>Level: Drd 9, Red 9</p><p>Components: V, S</p><p>Casting Time: One Action</p><p>Range: Close</p><p>Effect: 20’ square area 10’ deep.</p><p>Duration: See Text</p><p>Saving Throw: See Text</p><p>Spell Resistance: No</p><p></p><p>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).</p><p></p><p>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.</p><p></p><p></p><p><strong>Fork </strong></p><p>Universal (See Text)</p><p>Level: Red 5, Sor 5</p><p>Components: V, S, (M), (XP)</p><p>Casting Time: See Text</p><p>Range: See Text</p><p>Target/Effect: See Text</p><p>Duration: See Text</p><p>Saving Throw: See Text</p><p>Spell Resistance: See Text</p><p></p><p>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.</p><p> 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.</p><p> This spell is not available to wizards since it requires sophisticated knowledge of spontaneous casting technique.</p><p> <em>Material Components and XP cost:</em> 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.</p><p></p><p></p><p>Greater Fork</p><p>Universal (See Text)</p><p>Level: Red 9, Sor 9</p><p></p><p>As fork, with a maximum spell level mimicked of 8th.</p><p></p><p></p><p>Reaching Weapon</p><p>(You grant a weapon an additional 5’ of reach)</p><p>Evocation [Force]</p><p>Level: Red 1, Sor/Wiz 2</p><p>Components: V, S</p><p>Casting Time: 1 action</p><p>Range: Close (25 ft. + 5 ft. / 2 levels)</p><p>Target: One Weapon</p><p>Duration: 10 minutes / level</p><p>Saving Throw: Will negates (harmless, object)</p><p>Spell Resistance: Yes (harmless, object)</p><p></p><p>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.</p><p>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.</p><p></p><p></p><p>Pandemonium</p><p>Evocation [Force]</p><p>Level: Red 7</p><p>Components: V, S</p><p>Casting Time: One Action</p><p>Range: Medium</p><p>Effect: 60’ diameter area</p><p>Duration: 1 round / level (D)</p><p>Saving Throw: Fortitude Neg (see text)</p><p>Spell Resistance: Yes (see text)</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p></p><p>Quick</p><p>Transmutation</p><p>Level: Red 1, Sor/Wiz 1</p><p>Components: V, S</p><p>Casting Time: One action</p><p>Range: Close</p><p>Target: A creature</p><p>Duration: Instantaneous</p><p>Saving Throw: Fortitude negates (harmless)</p><p>Spell Resistance: Yes (harmless)</p><p></p><p>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.</p><p></p><p></p><p>Wildfire</p><p>Evocation [Fire]</p><p>Level: Red 9</p><p>Components: V, S</p><p>Casting Time: One Action</p><p>Range: Long</p><p>Effect: 500’ x 500’ area</p><p>Duration: Instantaneous</p><p>Saving Throw: Reflex ½ (see text)</p><p>Spell Resistance: Yes (see text)</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Michael Morris, post: 577026, member: 87"] 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. [i]A creature that takes 4 points of damage has a +4 bonus to attack and a +4 bonus to damage rolls[/i] 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. [b]Fork [/b] 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. [i]Material Components and XP cost:[/i] 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. [/QUOTE]
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