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[Dusk] Red Magic
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<blockquote data-quote="Michael Morris" data-source="post: 588320" data-attributes="member: 87"><p><strong>More spells.. Good... Very good...</strong></p><p></p><p><strong>Burrowing</strong></p><p></p><p>Here's a spell that provides a red mage with a mobility alternative to a blue mage, who has the lovely <em>fly</em> and <em>teleport</em> spells to call on. But burrowing allows the mage to get into some areas that would otherwise be inaccessable (dungeons come to mind) Indeed, underground this spell can be more useful than fly. I'd put the level at 4th level for a red mage only because the red magi cannot call upon the better mobility spells like <strong>teleport</strong> and <strong>dimension door</strong>. For other wizards it's along the lines of 6th level magic.</p><p></p><p>As to the wording, it needs to be clearer, providing information on what happens if the spell is dispelled. Using the entry on burrowing for the Xorn out of the Monster Manual, I came up with the following:</p><p></p><p><strong>You gain the ability to glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Your burrowing leaves behind no tunnel or hole, nor does it create any ripple or other visible signs of it's presense. Under the scrutiny of a <em>detect magic</em> spell the area you've passed through glows dimly of magic for 10 minutes after your passage. A <em>move earth</em> spell cast on an area which contains you will fling you back 30 feet and stun you for 1 round unless you succeed at a Fortitude save. If this spell ends or is dispelled while you are in earth you are shunted to the nearest open space and you take 1d6 points of damage for every 10' you move this way.</strong></p><p></p><p><strong>Earthbind</strong></p><p></p><p>This needs some major changes, but again I like the idea. By the way - red mages should not have the ability to dispel magic in any way.</p><p></p><p><strong>Earthbind</strong></p><p>Evocation (Force)</p><p><strong>Level:</strong> Sor/Wiz 6, Red 4</p><p><strong>Components:</strong> V, S, M</p><p><strong>Casting Time:</strong> One Action</p><p><strong>Range:</strong> Long</p><p><strong>Target:</strong> One Creature</p><p><strong>Duration:</strong> 10 minutes / level (D)</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> Yes</p><p></p><p>Tendril's of magical force reach out and pull the targetted creature to the ground with an effective strength of 30. The creature does not strike the ground hard enough to be harmed. While the creature is in contact with the ground the spell has no apparent effects. Any jump check made by the creature has a -20 circumstance penalty.</p><p></p><p>A few creatures may possess the strength to resist the force, but until they land all their actions are hampered as if they where grappled by an unseen foe.</p><p></p><p><em>Material Component:</em> A small stitched web.</p><p></p><p>This new version of the spell is based off dimensional anchor.</p><p></p><p><strong>Tunnel Knowledge</strong></p><p>This one I don't like. Unlike MtG, walls don't play that big a role in D&D.</p></blockquote><p></p>
[QUOTE="Michael Morris, post: 588320, member: 87"] [b]More spells.. Good... Very good...[/b] [b]Burrowing[/b] Here's a spell that provides a red mage with a mobility alternative to a blue mage, who has the lovely [i]fly[/i] and [i]teleport[/i] spells to call on. But burrowing allows the mage to get into some areas that would otherwise be inaccessable (dungeons come to mind) Indeed, underground this spell can be more useful than fly. I'd put the level at 4th level for a red mage only because the red magi cannot call upon the better mobility spells like [b]teleport[/b] and [b]dimension door[/b]. For other wizards it's along the lines of 6th level magic. As to the wording, it needs to be clearer, providing information on what happens if the spell is dispelled. Using the entry on burrowing for the Xorn out of the Monster Manual, I came up with the following: [b]You gain the ability to glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Your burrowing leaves behind no tunnel or hole, nor does it create any ripple or other visible signs of it's presense. Under the scrutiny of a [i]detect magic[/i] spell the area you've passed through glows dimly of magic for 10 minutes after your passage. A [i]move earth[/i] spell cast on an area which contains you will fling you back 30 feet and stun you for 1 round unless you succeed at a Fortitude save. If this spell ends or is dispelled while you are in earth you are shunted to the nearest open space and you take 1d6 points of damage for every 10' you move this way.[/b] [b]Earthbind[/b] This needs some major changes, but again I like the idea. By the way - red mages should not have the ability to dispel magic in any way. [b]Earthbind[/b] Evocation (Force) [b]Level:[/b] Sor/Wiz 6, Red 4 [b]Components:[/b] V, S, M [b]Casting Time:[/b] One Action [b]Range:[/b] Long [b]Target:[/b] One Creature [b]Duration:[/b] 10 minutes / level (D) [b]Saving Throw:[/b] None [b]Spell Resistance:[/b] Yes Tendril's of magical force reach out and pull the targetted creature to the ground with an effective strength of 30. The creature does not strike the ground hard enough to be harmed. While the creature is in contact with the ground the spell has no apparent effects. Any jump check made by the creature has a -20 circumstance penalty. A few creatures may possess the strength to resist the force, but until they land all their actions are hampered as if they where grappled by an unseen foe. [i]Material Component:[/i] A small stitched web. This new version of the spell is based off dimensional anchor. [b]Tunnel Knowledge[/b] This one I don't like. Unlike MtG, walls don't play that big a role in D&D. [/QUOTE]
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