[Dusk] The spells of Yarenic Implasker

Michael Morris

First Post
Few wizards name's echo down through the centuries like Yarenic. This maddened red magi was the leader of the forces of Imlocrin during the Schism War, and after their defeat upon the plains of Euradalye he went into hiding, slowly mutating the plains into the baked hell that is the Blood Sea. It is said that somewhere upon the desert he plots his revenge against his foe that day on the plains, Sirromandu - who is now Sirrom the Necromancer.


Yarenic's Bloody Flame
Necromancy [Fire]
Level: Red 4
Components: V, S
Casting Time: 1 action
Range: Medium
Effect: 60' radius
Duration: 1 round / level
Saving Throw: Fort 1/2
Spell Resistance: Yes

When blood is exposed to the air in the area of this spell it catches on fire. Hence weapons that cause open wounds (slashing or piercing) deal an extra 1d8 points of damage (fort save for half). A creature suffering from any blood loss effect (such as from a sword of wounding) suffers an extra 1d8 points of damage (fort save for half) and then the wounding effect is ended by the wound becoming caterized. A creature whose body includes exposed blood is dealt 10d6 points of damage each round it remains in the area of effect of this spell. Any creature that does not bleed is unaffected by this spell.


Yarenic's Firebolts
Evocation [Fire]
Level: Red 2, Sor/Wiz 2

As magic missile, but the bolts are composed of fire and unattended objects struck by them must make a fortitude save or catch afire.


Yarenic's Permission
Evocation [Fire]
Level: Red 4, Sor/Wiz 5
Components: V, S
Casting Time: 1 action
Range: Close
Target: 1 creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You must ready an action to employ this spell, and as with counterspell you employ it in response to another caster using a spell. The caster of that spell is then presented a stark choice - abandon their spell midcasting (effectively countering it), or be dealt 10d6 points of fire damage immediately after they complete their spell.
 

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Yarenic's Permission is awesome! Great conversion of a real spell, but why is it such a high level? A 3rd level fireball can do 10d6 in an area firing from long range...granted theres a reflex save, but there is always the option to counter your own spell. Just seems like it should be Wiz/Sorc 4/Red 3 (with 1d6 damage/level).

I like the firebolts but maybe 1d4+2 damage? It is all fire damage after all, or maybe 1d6+1?

Technik
 

Technik4 said:
Yarenic's Permission is awesome! Great conversion of a real spell, but why is it such a high level? A 3rd level fireball can do 10d6 in an area firing from long range...granted theres a reflex save, but there is always the option to counter your own spell. Just seems like it should be Wiz/Sorc 4/Red 3 (with 1d6 damage/level).

Counterspell is 4th level or 5th for Sor/Wiz. This spell either counters or does damage that is as significant as counterspell, so it should not be a lower level. Remember that few spells are important enough to most casters to suck up that 10d6 points of luv.

I like the firebolts but maybe 1d4+2 damage? It is all fire damage after all, or maybe 1d6+1?

Magic missile is itself overpowered at first. One of its only drawbacks is it's inability to deal damage to objects. This version can start first and all sorts of associated havoc, so it earns 2nd level on that merit alone. Increasing the damage isn't necessary IMO
 

You can begin counterspelling at level 1, you can only counter level 1 spells though. Dispel Magic is a 3rd level spell that gives you a chance to counter spells cast by someone about your level. I can't really see a problem with making Yarenic's Permission a lower level spell, after all if its an important spell they can always just try and suck up the damage...or after being hit with it once, they can cast a fire resist spell and then the rest of the time you try to use it, it will be largely ineffective.

What do you fear by making it lower level? It seems like it would be a fireball that hit one person instead of a radius, hence no reflex. Except, they have the option to simply give up a spell slot.

I would never cast it at 5th level as a sorc, and it would be dubious even at 4th for a red magi, imo.

As far as Yarenic's firebolts, you are right. Sometimes I forget that magic missle is one of the best first level spells in the game :)

Technik
 

Technik4 said:
You can begin counterspelling at level 1, you can only counter level 1 spells though. Dispel Magic is a 3rd level spell that gives you a chance to counter spells cast by someone about your level. I can't really see a problem with making Yarenic's Permission a lower level spell, after all if its an important spell they can always just try and suck up the damage...or after being hit with it once, they can cast a fire resist spell and then the rest of the time you try to use it, it will be largely ineffective.

What do you fear by making it lower level? It seems like it would be a fireball that hit one person instead of a radius, hence no reflex. Except, they have the option to simply give up a spell slot.

Ok, points taken... let's try this wording

Yarenic's Permission
Evocation [Fire]
Level: Red 2, Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Close
Target: 1 creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You must ready an action to employ this spell, and as with counterspell you employ it in response to another caster using a spell. The caster of that spell is then presented a stark choice - abandon their spell midcasting (effectively countering it), or be dealt 1d6 points of fire damage per level of their spell immediately after they complete it.
 

It still looks like it would be more effective to just ready action a fireball or even a magic missle and paste them with it if they try to cast a spell. Then your chance to deal damage is 100%, you still have a very good chance to disrupt their spell by forcing a pretty difficult concentration check, and most importantly you don't give them the ability to choose, so you maintain more control over the situation.
 

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