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Elements of Magic: Questions for the Designer
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<blockquote data-quote="RangerWickett" data-source="post: 1511933" data-attributes="member: 63"><p>Rather interesting. A few quick revisions, though. While it is true that you have to spend at least 1 MP on any spell list you use (unless it's the only spell list in the spell), you don't actually have to buy any of the listed enhancements if the spell list's description has an inherent ability. For instance, Create Space lets you automatically create a pocket dimension equal to the size of the area of effect. If you were casting a simple spell, such as Create Space 0/Gen 1, you could create a pocket of space, 10-ft. radius. Since this is a complex spell with multiple spell lists, you have to spend at least 1 MP on Create Space, but you don't need to buy the 'elemental object' enhancement. You'd use that enhancement if you wanted a solid object, such as, say, a sword made out of 'space.' An odd concept, sure, but that's what that particular enhancement is for.</p><p></p><p>You make mention of 'closing' the extradimensional space. How? You can only close the entrance if you are inside the pocket dimension yourself, and I'd imagine you wouldn't want to trap yourself in there with the Evoke Space damage.</p><p></p><p>While the rules don't prohibit some of the stuff in the spell, it seems a little eclectic, so as a GM I'd probably suggest you pare it down a bit. There are a few too many things going on at once. Normally you can only have one target in any given spell, and in this spell the 'target' is the spot you create the extradimensional pocket at. I'd be okay with you also having the bull rush effect or the forced teleport effect, but if you want both, you need to buy the Move Force enhancement twice, because you're using it two different ways. You can <em>either</em> use Move Force for combat manuevers, or for forcibly flying/teleporting/etc. a target. </p><p></p><p>One final suggestion - the enduring damage from Evoke spells is best used on targets who are mobile. If you're trapping someone in an enclosed space as with this spell, you're mostly better off with something like Create Fire to just fill the pocket dimension with fire (or acid, or lightning, vel cetera). The drawback is that the creature has a chance of escaping, but if they don't escape, you can potentially deal more damage. 4 MP buys a total of 10d6 over the course of a minute with Evoke, or 1 MP buys 100d6 if you can trap someone in the same spot for ten minutes. Sure, his friends might help him escape, or he could destroy the barrier, or planeshift out, but it's still generally better to fill an area with created damaging matter than evoked energy.</p><p></p><p>Still, this is a really complicated spell, and you got pretty close to having everything right for the book only being out for four days. Nicely done. With a slight revision, this spell looks like:</p><p></p><p><strong>Deadly Displacement</strong></p><p>Create Space 1/Create Metal 1/Create Lava 1/Move Force 2/Gen 4</p><p>Total MP: 9</p><p>Range: Short (30 ft.)</p><p>Duration: 10 minutes</p><p>Area: 10-ft. radius</p><p>Saving Throw: None</p><p></p><p>This spell is one of the most well-kept secrets of Duhamel, the Master of Space (if not Time), and he reserves it only for important enemies, least someone figures it out. First, the spell creates an extradimensional gate behind the target (who can be in 30 ft. of the caster). This gate leads to a pocket of space 10 feet wide, filled with baking lava, which deals 1d6 damage each round to anyone inside the pocket dimension. For the spell's duration, you control an invisible hand of force (Str 25) that can be used for bull rushes. Typically, this is used to push the target into the pocket dimension.</p><p></p><p>As soon as a creature enters the pocket dimension, the entrance is surrounded by a thick wall of metal, one foot thick (10 hardness, 360 hp). The spell lasts ten minutes, long enough to deal hundreds of points of damage if the creature cannot free itself from this tiny hell.</p><p></p><p>Costs: 1 MP pocket dimension, 1 MP metal object (wall), 1 MP normal lava, 2 MP Effective strength 25, 1 MP Short range, 1 MP 10-foot area, 1 MP duration, 1 MP contingency (creation of metal wall).</p><p></p><p></p><p></p><p></p><p>Hmm. From what I understand, this spell first has a burst of 3d6 damage, and then it does an extra 1d6 damage each round, but you have to move the area around? It's possible to make this work a little more smoothly. Since you're picking the 'discerning' enhancement, you can choose to have the spell anchor to each creature in the area of effect, meaning you don't have to concentrate to move it. </p><p></p><p>Basically, you cast the spell, and choose your targets in the area of effect. Each target gets a Reflex save for half of 3d6 damage, and then each round thereafter for a minute, no matter where they go or if they split up, they have to make another Reflex save or take 1d6 more damage.</p><p></p><p><strong>Grudgeholder</strong></p><p>Evoke Force 6/Gen 3</p><p>Total MP: 9</p><p>Range: Short (30 ft.)</p><p>Duration: 1 minute</p><p>Saving Throw: Reflex half</p><p></p><p>When you cast this spell, pick up to nine targets, all of which must be within range and must fit within a 10-ft. radius. Each target takes 4d6* points of force damage (Reflex half), and is thereafter harried by whirling bursts of energy. Each round, for the rest of the spell's duration, each creature takes an additional 1d6 force damage (Reflex half). This spell affects both corporeal and incorporeal creatures.</p><p></p><p>Costs: 2 MP extra damage, 4 MP enduring damage (1 minute), 1 MP range, 1 MP duration, 1 MP discerning.</p><p></p><p>*It does 4d6 damage the first round, not 3d6. The first 1d6 is a free effect from using Evoke, and the 2 MP spent on extra damage do +2d6 damage. Then the enduring damage does 1d6 each round, including the first.</p><p></p><p> </p><p></p><p></p><p>Well, the spell is perfectly fine, but the Spell Resistance isn't terribly useful at high levels. Anyone you'd be fighting at that level wouldn't even have to roll to beat SR 12.</p><p></p><p>I really like the first two spells. You could have a lot of fun with them. In fact, I think I'll start a thread for people to post spells.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 1511933, member: 63"] Rather interesting. A few quick revisions, though. While it is true that you have to spend at least 1 MP on any spell list you use (unless it's the only spell list in the spell), you don't actually have to buy any of the listed enhancements if the spell list's description has an inherent ability. For instance, Create Space lets you automatically create a pocket dimension equal to the size of the area of effect. If you were casting a simple spell, such as Create Space 0/Gen 1, you could create a pocket of space, 10-ft. radius. Since this is a complex spell with multiple spell lists, you have to spend at least 1 MP on Create Space, but you don't need to buy the 'elemental object' enhancement. You'd use that enhancement if you wanted a solid object, such as, say, a sword made out of 'space.' An odd concept, sure, but that's what that particular enhancement is for. You make mention of 'closing' the extradimensional space. How? You can only close the entrance if you are inside the pocket dimension yourself, and I'd imagine you wouldn't want to trap yourself in there with the Evoke Space damage. While the rules don't prohibit some of the stuff in the spell, it seems a little eclectic, so as a GM I'd probably suggest you pare it down a bit. There are a few too many things going on at once. Normally you can only have one target in any given spell, and in this spell the 'target' is the spot you create the extradimensional pocket at. I'd be okay with you also having the bull rush effect or the forced teleport effect, but if you want both, you need to buy the Move Force enhancement twice, because you're using it two different ways. You can [i]either[/i] use Move Force for combat manuevers, or for forcibly flying/teleporting/etc. a target. One final suggestion - the enduring damage from Evoke spells is best used on targets who are mobile. If you're trapping someone in an enclosed space as with this spell, you're mostly better off with something like Create Fire to just fill the pocket dimension with fire (or acid, or lightning, vel cetera). The drawback is that the creature has a chance of escaping, but if they don't escape, you can potentially deal more damage. 4 MP buys a total of 10d6 over the course of a minute with Evoke, or 1 MP buys 100d6 if you can trap someone in the same spot for ten minutes. Sure, his friends might help him escape, or he could destroy the barrier, or planeshift out, but it's still generally better to fill an area with created damaging matter than evoked energy. Still, this is a really complicated spell, and you got pretty close to having everything right for the book only being out for four days. Nicely done. With a slight revision, this spell looks like: [b]Deadly Displacement[/b] Create Space 1/Create Metal 1/Create Lava 1/Move Force 2/Gen 4 Total MP: 9 Range: Short (30 ft.) Duration: 10 minutes Area: 10-ft. radius Saving Throw: None This spell is one of the most well-kept secrets of Duhamel, the Master of Space (if not Time), and he reserves it only for important enemies, least someone figures it out. First, the spell creates an extradimensional gate behind the target (who can be in 30 ft. of the caster). This gate leads to a pocket of space 10 feet wide, filled with baking lava, which deals 1d6 damage each round to anyone inside the pocket dimension. For the spell's duration, you control an invisible hand of force (Str 25) that can be used for bull rushes. Typically, this is used to push the target into the pocket dimension. As soon as a creature enters the pocket dimension, the entrance is surrounded by a thick wall of metal, one foot thick (10 hardness, 360 hp). The spell lasts ten minutes, long enough to deal hundreds of points of damage if the creature cannot free itself from this tiny hell. Costs: 1 MP pocket dimension, 1 MP metal object (wall), 1 MP normal lava, 2 MP Effective strength 25, 1 MP Short range, 1 MP 10-foot area, 1 MP duration, 1 MP contingency (creation of metal wall). Hmm. From what I understand, this spell first has a burst of 3d6 damage, and then it does an extra 1d6 damage each round, but you have to move the area around? It's possible to make this work a little more smoothly. Since you're picking the 'discerning' enhancement, you can choose to have the spell anchor to each creature in the area of effect, meaning you don't have to concentrate to move it. Basically, you cast the spell, and choose your targets in the area of effect. Each target gets a Reflex save for half of 3d6 damage, and then each round thereafter for a minute, no matter where they go or if they split up, they have to make another Reflex save or take 1d6 more damage. [b]Grudgeholder[/b] Evoke Force 6/Gen 3 Total MP: 9 Range: Short (30 ft.) Duration: 1 minute Saving Throw: Reflex half When you cast this spell, pick up to nine targets, all of which must be within range and must fit within a 10-ft. radius. Each target takes 4d6* points of force damage (Reflex half), and is thereafter harried by whirling bursts of energy. Each round, for the rest of the spell's duration, each creature takes an additional 1d6 force damage (Reflex half). This spell affects both corporeal and incorporeal creatures. Costs: 2 MP extra damage, 4 MP enduring damage (1 minute), 1 MP range, 1 MP duration, 1 MP discerning. *It does 4d6 damage the first round, not 3d6. The first 1d6 is a free effect from using Evoke, and the 2 MP spent on extra damage do +2d6 damage. Then the enduring damage does 1d6 each round, including the first. Well, the spell is perfectly fine, but the Spell Resistance isn't terribly useful at high levels. Anyone you'd be fighting at that level wouldn't even have to roll to beat SR 12. I really like the first two spells. You could have a lot of fun with them. In fact, I think I'll start a thread for people to post spells. [/QUOTE]
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