Earth Magic. A spell.

Jesus_marley

First Post
I have always been a fan of elemental magic and thought I would share an idea.

Earth Maw
Wizard 9
Elemental/Alteration
Components: V S
TTC: 1 round
Duration: 1 round
Area: 15x15x50
save: see below
range: 100'

When cast, this spell causes a 15x15x50 foot perfectly square, hole to open up in the earth. Anything currently standing over the area immediately falls into the hole. The hole then snaps shut dealing 20d10 crushing damage to anything unfortunate enough to have fallen in. All creatures standing within a 50' radius of the effect must make a reflex save (DC 25) or be knocked down.
 

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Hmmm.... where to begin...

"Wizard 9"

As to my knowledge, there isn't any spells that are Wizard only, all spells are Sor/Wiz. Why you decided that it should be Wizard only is lost to me.

"Elemental/Alteration"

There isn't anything called Elemental school, nor is there anything called Alteration school (that would be Transmutation in 3.0). If you use a specific element in a spell, you add it in a bracket after the school is mentioned (for example, Evocation [Fire]).

"Duration: 1 round"

The duration should be instantaneous, not 1 round. If it is 1 round, that means that you could use Extend spell to make it last 2 rounds, which would mean double damage for a mere +1 increase in Spell level.

"range: 100'"

In the current rules regarding spells, range is almost never a fixed amount, especially for damage spells like this one. Instead, the rules use ranges like Medium (100 ft. + 10 ft./level) which I think is what this spell roughly is applicable for.


Now... the spell itself...

20d10 damage without a save. Overpowered. A Reflex Saving throw would definitely be applicable and you might also want to notice that no spell causes damage of d10. Generally, the rule in 3.0 and 3.5 is that spells cause d6 if they deal very general damage that can harm most creatures and d8 if they cause damage that is more specific to a type of creature.

About the being knocked prone part, I don't know why on earth you set a fixed Reflex Save DC instead of using normal rules, which sets the DC of a spell to be 10 + Spell Level + Caster Ability Modifier.

A good idea when creating a new spell is to read existing spells first...
 

I see your point here...

Clay_More said:
Hmmm.... where to begin...

"Wizard 9"

As to my knowledge, there isn't any spells that are Wizard only, all spells are Sor/Wiz. Why you decided that it should be Wizard only is lost to me.

this was an oversight on my part. My apologies.

"Elemental/Alteration"

There isn't anything called Elemental school, nor is there anything called Alteration school (that would be Transmutation in 3.0). If you use a specific element in a spell, you add it in a bracket after the school is mentioned (for example, Evocation [Fire]).

Elemental is a school of magic I have been toying with on and off for a while, I'll post details when I get my notes together. I don't think transmutation really fits either. nothing is really being changed... merely moved temporarily.

"Duration: 1 round"

The duration should be instantaneous, not 1 round. If it is 1 round, that means that you could use Extend spell to make it last 2 rounds, which would mean double damage for a mere +1 increase in Spell level.

I disagree here. By using extend spell, you would merely be able to keep the hole open for an extra round at which point it would then snap shut. By extending the duration, you would merely be giving those inside a chance to escape the hole (and any damage).

"range: 100'"

In the current rules regarding spells, range is almost never a fixed amount, especially for damage spells like this one. Instead, the rules use ranges like Medium (100 ft. + 10 ft./level) which I think is what this spell roughly is applicable for.

very well. This was originally modified for a 2nd ed. game and some of those aspects have translated over. Again. it's a work in progress and input is valuable.

Now... the spell itself...

20d10 damage without a save. Overpowered. A Reflex Saving throw would definitely be applicable and you might also want to notice that no spell causes damage of d10.

It isn't the spell itself that causes the damage. the spell merely forces open the hole. it's the force of the earth reverting back that causes the damage.

Generally, the rule in 3.0 and 3.5 is that spells cause d6 if they deal very general damage that can harm most creatures and d8 if they cause damage that is more specific to a type of creature.

About the being knocked prone part, I don't know why on earth you set a fixed Reflex Save DC instead of using normal rules, which sets the DC of a spell to be 10 + Spell Level + Caster Ability Modifier.

the reason for this is that the knockdown effect is secondary to the spell itself. Yes, it is a result of the spell forcing open the hole, yet it is the hole opening that causes the tremors which cause the knockdown effect. I should have been more specific as to the cause of the effect.

A good idea when creating a new spell is to read existing spells first...
 
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chuckle -- saying "it's not the spell that causes the damage, it's the force of the earth reverting that causes the damage" does not save you from having a spell that does way too much damage. :)
refer to the spell design stuff in the... dmg? eh, I don't know where, but it's around there somewhere. don't give up, this spell could work, but being overly defensive about it will not help you get it into a working state.
 

In all honesty, the effect I was looking for was something that is guaranteed to kill all but the toughtest creatures that are unfortunate enough to fall in. I am hesitant to say it kills everything that falls in since there are some creatures that could conceivably survive, yet I want it to do enough damage that even those that survive are hurting.
I feel it that it being a lvl 9 spell with a small killing area justifies a high damage amount. Maybe 20d10 is a bit high but I feel that on average it would deal about 100 -120 points. I think anything below 100 would be too little for the type of effect.

In defense of my defense however, I am a big fan of spells that deal damage as a secondary effect. Teleporting someone 50' in the air, paralyzing the wings of flying creatures, etc. The EM spell falls into this category. The only thing the spell really does is open a large hole which almost immediately snaps shut again. The fun is in figuring out how to best utilize the effect.

As a good example of this, I had a cleric cast fireseeds (lvl 6) with the trigger option. They were then placed in barrels of Dwarven ale filled with caltrops and buried in a shallow ditch around the fort he was in. When the fort was then attacked by the army of orcs, he detonated the seeds at the right moment. The carnage was unimaginable. :>
 
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Honestly, its not the 20d10 (or whatever) damage you have to worry about with this spell, so much as it is the suffocation and entrapment that victims would face when the hole snapped shut. For anything that needed oxygen and couldn't dig its way out (or magically escape), this is an area of effect death spell with no save. Were it me, I'd add a reflex save to negate, reduce the damage to d6 per level (25d6 max.), and explicitly mention the entrapment effects.
 

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