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Earth Magic. A spell.
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<blockquote data-quote="Clay_More" data-source="post: 1796050" data-attributes="member: 9813"><p>Hmmm.... where to begin...</p><p></p><p>"Wizard 9"</p><p></p><p>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.</p><p></p><p>"Elemental/Alteration"</p><p></p><p>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]). </p><p></p><p>"Duration: 1 round"</p><p></p><p>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. </p><p></p><p>"range: 100'" </p><p></p><p>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. </p><p></p><p></p><p>Now... the spell itself...</p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>A good idea when creating a new spell is to read existing spells first...</p></blockquote><p></p>
[QUOTE="Clay_More, post: 1796050, member: 9813"] 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... [/QUOTE]
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Earth Magic. A spell.
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