Elements of Magic - Spell Creation and Critique

astriemer

First Post
New feats

Here is just the feats from the earlier (too long) post. I've made a change to Focused Mage based on the feedback from Archus and deleted on of the feats as it is already represented in the rules.

NEW FEATS

Good Specialist [Mage]
You can charge your damaging spells with celestial energy that leaves good creatures unharmed.
Prerequisites: Any good alignment, Spell mastery with Good lists (you must know 6 Good spell lists)
Benefit: A spell you modify with this feat gains the good descriptor. Furthermore, if the spell deals damage, neutral characters take half damage, or one-quarter with a successful saving throw (if allowed)., while good creatures take no damage at all.

Focused Mage [Tradition]
You can trade spell diversity for focused learning.
Prerequisites: None.
Benefit: At any level (after you have taken this feat) you can give up learning two new spell lists and in exchange gain a bonus feat. The feat must be used for either a mage, metamagic, or tradition feat. You can do this multiple times, but no more than once every other level.
 

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astriemer

First Post
New spells

Ok and here is the last part of the original long post containing only the new spells.


NEW SPELLS

0 MP Spells
Hide
Illusion Shadow 0/Gen 0
Total MP: 0
Range: Touch
Area: one creature
Duration: 1 minute
Save: Will negates (harmless)
Spell Resistance: yes (harmless)
Description: The affected creature is concealed by a simple illusion granting a +5 bonus to Hide checks. Costs: 0 MP simple visual illusion.

Variable MP Spells
Dispelling Gaze (x)
Dispel Magic x/Gen 1
Total MP: x+1
Range: Close
Area: spells in a 5 foot cube
Duration: Instantaneous
Save: special
Spell Resistance: yes
Description: This weak spell is a standard dispelling effect effective in aiding your allies. Costs: x MP dispel power, 1 MP range.

Healing Dose (x)
Heal Life x/Gen 0
Total MP: x
Range: Touch
Area: creature touched
Duration: Instantaneous
Save: Will negates (harmless)
Spell Resistance: yes (harmless)
Description: The subject of this spell heals (x+1)d6 points of damage. Costs: x MP curing.

1 MP Spells
Armor
Abjure Nature 0/Gen 1
Total MP: 1
Range: Touch
Area: one humanoid
Duration: 1 hour
Save: Will (harmless)
Spell Resistance: yes (harmless)
Description: You get a +1 enhancement bonus to AC for the duration. Costs: 0 MP free cantrip effect, 1 MP duration.

Quick Armor
Abjure Nature 0/Gen 1
Total MP: 1
Range: 0
Area: caster
Duration: 1 minute
Save: None
Spell Resistance: No
Description: Caster quickly gets a +1 enhancement bonus to AC for a minute. Costs: 1 MP quickened. Requires the Quicken Spell feat.

Quick Save
Abjure Force 0/Gen 1
Total MP: 1
Range: 0
Area: caster
Duration: 1 minute
Save: None
Spell Resistance: No
Description: Caster quickly gets a +1 enhancement bonus to all saves for a minute. Costs: 1 MP quickened. Requires the Quicken Spell feat.


2 MP Spells
Light Trap
Evoke Light 1/Gen 1
Total MP: 2
Range: Touch
Area: one 5-foot square
Duration: Delayed up to 10 minutes, then one round
Save: Reflex half or negates
Spell Resistance: yes
Description: You touch the ground or wall, and charge it with light energy that discharges on the next creature to touch the surface. That creature takes 1d6 points of light damage and is blinded for 1 round then dazzled for 1 round. A successful Reflex save halves the damage and prevents the blindness and dazzling. If no creature comes by within 10 minutes the spell dissipates. Costs: 1 MP short contingency, 1 MP light side effect, 0 MP free cantrip effect.

Lightning Trap
Evoke Lightning 1/Gen 1
Total MP: 2
Range: Touch
Area: one 5-foot square
Duration: Delayed up to 10 minutes, then one round
Save: Reflex half, Fortitude partial
Spell Resistance: yes
Description: You touch the ground or wall, and charge it with electrical energy that discharges on the next creature to touch the surface. That creature takes 1d6 points of lightning damage (Reflex save for half), and must succeed on a Fortitude save or be stunned for 2 rounds. If the creature fails its Fortitude save, it may make another one in the second round to end the stun. If no creature comes by within 10 minutes the spell dissipates. Costs: 1 MP short contingency, 1 MP lightning side effect, 0 MP free cantrip effect.

Shield (Iron)
Create Metal 1/Move Force 1/Gen 0
Total MP: 2
Range: 0
Area: tower shield
Duration: 1 minute
Save: None
Spell Resistance: No
Description: Creates an iron tower shield that moves to intercept attacks made at the caster providing a +4 shield bonus to AC. The shield moves of its own accord to block attacks as long as the caster is aware of the attack. Costs: 1 MP gear, 1 MP effective strength.

3 MP Spells
Arcane Aim
Infuse Force 2/Gen 1
Total MP: 3
Range: 0
Area: caster
Duration: 10 minutes
Save: None
Spell Resistance: yes (harmless)
Description: The caster’s senses are enhanced for combat granting him a +4 enhancement bonus on attacks. Costs: 2 MP infuse force, 1 MP duration.

Flare
Evoke Light 1/Gen 2
Total MP: 3
Range: 0
Area: 30 foot line
Duration: Special
Save: Special
Spell Resistance: yes
Description: Creatures take 1d6 damage (Reflex save for ½) and are blinded for 1 round, then dazzled for 1 minute (Reflex save negates). Costs: 1 MP blinding, 2 MP line area, 0 MP cantrip.

Shield (Force)
Create Force 2/Move Force 1/Gen 0
Total MP: 3
Range: 0
Area: tower shield
Duration: 1 minute
Save: None
Spell Resistance: No
Description: Creates a tower shield of force that moves to intercept attacks made at the caster providing a +4 shield bonus to AC. The shield moves of its own accord to block attacks as long as the caster is aware of the attack. Costs: 2 MP elemental object, 1 MP effective strength.

4 MP Spells
Air Ward
Abjure Air 2/Gen 2
Total MP: 4
Range: 0
Area: 10 foot radius around caster
Duration: 1 minute
Save: None
Spell Resistance: No
Description: The caster and up to 4 other allies within 10 feet of him when the spell is cast are protected from Air damage. They gain energy resistance 10 (air, lightning, mist, sound). Costs: 2 MP energy resistance, 1 MP area, 1 MP discerning.

Fire Ward
Abjure Fire 2/Gen 2
Total MP: 4
Range: 0
Area: 10 foot radius around caster
Duration: 1 minute
Save: None
Spell Resistance: No
Description: The caster and up to 4 other allies within 10 feet of him when the spell is cast are protected from Fire damage. They gain energy resistance 10 (fire, lava, lightning). Costs: 2 MP energy resistance, 1 MP area, 1 MP discerning.

Forceblast
Evoke Force 2/Gen 2
Total MP: 4
Range: 0
Area: 10 foot radius around caster
Duration: Instantaneous
Save: Reflex ½
Spell Resistance: yes
Description: Waves of force emanate from the caster damaging foes for 3d6 force damage (Reflex save ½), allies are not affected. Costs: 2 MP damage, 1 MP area, 1 MP discerning.

Quick Long Armor
Abjure Nature 0/Gen 4
Total MP: 4
Range: 0
Area: caster
Duration: 1 hour
Save: None
Spell Resistance: No
Description: Caster quickly gets a +1 enhancement bonus to AC for an hour. Costs: 1 MP duration, 3 MP quickened. Requires the Quicken Spell feat.

Quick Long Save
Abjure Force 0/Gen 4
Total MP: 4
Range: 0
Area: caster
Duration: 1 hour
Save: None
Spell Resistance: No
Description: Caster quickly gets a +1 enhancement bonus to all saves for an hour. Costs: 1 MP duration, 3 MP quickened. Requires the Quicken Spell feat.

5 MP Spells
Claws of Force
Create Force 3/Gen 2
Total MP: 5
Range: Close
Area: one creature
Duration: 10 minutes
Save: Will negates (harmless)
Spell Resistance: yes (harmless)
Description: The creature’s unarmed attacks are filled with force energy doing an extra +2d6 force damage with each hit. Costs: 3 MP elemental weapon, 1 MP range, 1 MP duration.

Force Arrows
Create Force 1/Infuse Force 1/Gen 3
Total MP: 5
Range: Touch
Area: 50 missiles touching each other
Duration: 1 hour
Save: None
Spell Resistance: No
Description: Charges a group of missiles with force energy. Each missile gains a +1 enhancement bonus on attacks and damage and does an extra 1d6 force damage with a successful hit. Costs: 1 MP elemental weapon damage, 1 MP infuse force, 3 MP duration.

Summon Blue Wyrmling Dragon
Summon Dragon 3/Gen 2
Total MP: 5
Range: Close
Area: one dragon
Duration: 10 minutes
Save: None
Spell Resistance: None
Description: The caster summons a Wyrmling Blue Dragon. The dragon is under no obligation to obey the caster and is even likely to attack the caster if he is the closest irritant. It behoves the caster to have either payment for the dragon or some means of controlling it. Costs: 3 MP summon dragon, 1 MP duration, 1 MP range.

Swift Fire Shield
Abjure Fire 2/Gen 3
Total MP: 5
Range: 0
Area: caster
Duration: 1 minute
Save: None
Spell Resistance: None
Description: The caster can quickly (as a quickened free action) put up a minor shield to protect himself providing energy resistance 10 versus fire attacks. Note: An abjure specialist can modify the spell as cast to provide energy resistance 10 versus a specific energy type if they have the appropriate spell list or energy resistance 5 versus all energy if they have Abjure Force. Requires the Quicken Spell feat. Costs: 2 MP abjure fire energy resistance, 3 MP quickening.

6 MP Spells
Force Trap
Evoke Force 3/Gen 3
Total MP: 6
Range: Touch
Area: 10’ radius
Duration: Delayed up to an hour, then one round
Save: Reflex 1/2
Spell Resistance: yes
Description: You touch the ground or wall, and charge it with force energy that discharges on the next creature to touch the surface. Any creatures within a 10’ radius of the triggering creature take 4d4+4 force damage. A successful Reflex save halves the damage. If no creature comes by within 1 hour the spell dissipates. Costs: 2 MP medium contingency, 3 MP force damage, 1 MP area.

7 MP Spells
Arcane Aim, Greater
Infuse Force 7/Gen 0
Total MP: 7
Range: 0
Area: caster
Duration: 1 minute
Save: None
Spell Resistance: yes (harmless)
Description: The caster’s senses are enhanced for combat granting him a +12 enhancement bonus on attacks. Costs: 7 MP infuse force.

Control Dragon
Compel Dragon 5/Gen 2
Total MP: 7
Range: Close
Area: one dragon (up to 10 HD)
Duration: 10 minutes
Save: Will negates
Spell Resistance: yes
Description: The caster speaks a simple command of a sentence or two that the dragon carries out to the best of its abilities. It does not get a new save every round. Costs: 2 MP standard language command, 3 MP subtle, 1 MP range, 1 MP duration.

Lightning Ward, Greater
Abjure Lightning 7/Gen 0
Total MP: 7
Range: touch
Area: creature touched
Duration: 1 minute
Save: None
Spell Resistance: No
Description: The touched is protected from Lightning damage. They gain energy resistance 20 and +5 resistance bonus to all saves versus lightning, air, fire, and light attacks. Costs: 4 MP energy resistance, 3 MP save bonus.

Summon Medium Air Elemental
Summon Elemental 6/Gen 1
Total MP: 7
Range: 0
Area: one creature
Duration: 10 minutes
Save: none
Spell Resistance: yes
Description: This spell summons an obedient medium air elemental to server the caster. Costs: 3 MP summon loyal, 3 MP obedient, 1 MP duration.

Super-Strength
Move Force 6/Gen 1
Total MP: 7
Range: 0
Area: caster
Duration: 10 minutes
Save: Will negates (harmless)
Spell Resistance: yes (harmless)
Description: A field of force surrounds the caster and boosts his strength to Strength 40 (gaining a +15 modifier) for the combat actions: trip, disarm, grapple, and bull rush. Additionally, the caster can lift and throw (up to 30 feet) creatures and objects of up to Gargantuan size weighing no more than 400,000 lbs. Costs: 6 MP effective strength, 1 MP duration.

Scorching Vision
Evoke Fire 5/Gen 2
Total MP: 7
Range: Medium
Area: one creature
Duration: Instantaneous
Save: None
Spell Resistance: yes
Description: The caster can emit a beam of fire from his eyes each one doing 3d6 fire damage to a creature he successfully hits with a ranged touch attack. If targeting a single creature stack the damage (6d6). If targeting two creatures, they must both be within 5 feet of each other. Costs: 5 MP fire damage, 2 MP range.

8 MP Spells
Conjure Wyste
Summon Aberration 7/Gen 1
Total MP: 8
Range: Close
Area: two creatures
Duration: 1 minute
Save: none
Spell Resistance: yes
Description: Two angry wyste are summoned by the caster. Costs: 7 MP 2 CR 5 creatures, 1 MP range.

Compel Aberration
Compel Aberration 5/Gen 3
Total MP: 8
Range: Medium
Area: up to 12 HD of aberrations in 10 foot radius sphere
Duration: 10 minutes
Save: Will negates
Spell Resistance: Yes
Description: Telepathically send a slightly complex command to the aberrations in the area of effect. Costs: 3 MP standard telepathic command, 2 MP Increase threshold, 2 MP range, 1 MP area

Fallback Healing
Heal Life 4/Gen 4
Total MP: 8
Range: 0
Area: caster
Duration: Special
Save: none
Spell Resistance: yes
Description: This spell heals the caster of 5d6 damage when a set condition is met. Usually this is when the caster reaches ½ full hit points. Costs: 4 MP healing dice, 4 MP contingent.

Protection from Evil Dragons, Lesser
Abjure Dragon 7/Gen 1
Total MP: 8
Range: 0
Area: creature touched
Duration: 10 minutes
Save: special
Spell Resistance: yes
Description: This spell protects the recipient from the attacks of dragons. To even attack a protected creature, the dragon must make a Will save every minute. Should the dragon make its save, the creature is protected by Damage Reduction 4/Magic and Good, thus evil dragons and weak good dragons will have difficulty harming the protected creature with natural attacks. Costs: 2 MP damage reduction dragon, 2 MP damage reduction greater, 1 MP hedging dragon, 2 MP hedging greater, 1 MP duration.

Summon Loyal Dretch
Summon Outsider 8/Gen 0
Total MP: 8
Range: 0
Area: two creatures
Duration: 1 minute
Save: No
Spell Resistance: No
Description: This spell summons two dretch who are loyal to the caster. Costs: 4 MP summon outsider, 4 MP obedient.

Wyste Shield
Abjure Aberration 5/Gen 3
Total MP: 8
Range: 0
Area: self
Duration: 1 hour
Save: No
Spell Resistance: No
Description: The spell protects the caster from attacks by aberrations. The caster gains DR 10/magic versus aberrations. Costs: 5 MP damage reduction, 3 MP duration.

Enhance Damage
Create Force 5/Gen 3
Total MP: 8
Range: Touch
Area: weapon touched
Duration: 1 hour
Save: Will negates (harmless)
Spell Resistance: yes (harmless)
Description: The weapon touched is filled with force energy. Against creatures (including incorporeal creatures), but not objects, it gains +3d6 bonus damage with each successful hit. Costs: 5 MP elemental weapon, 3 MP duration.

Command Outsider
Compel Outsider 4/Hex Force 2/Gen 2
Total MP: 8
Range: Close
Area: one outsider of up to 9 HD
Duration: 10 minutes
Save: Will negates
Spell Resistance: yes
Description: The caster implants a short telepathic command (one or two words) in the mind of an outsider which the outsider carries out to the best of its ability. The outsider receives a -4 penalty to its SR to resist (if it has any). HD Threshold 9 HD. Costs: 1 MP simple telepathic command, 3 MP subtle compulsion, 2 MP SR penalty, 1 MP duration, 1 MP range.

Bad Luck Trap
Hex Force 5/Gen 3
Total MP: 8
Range: touch
Area: 5’ square
Duration: Up to 1 hour then 10 minutes
Save: Will negates
Spell Resistance: yes
Description: The caster sets a target area up to 5’ square that will trigger a spell trap anytime within 1 hour. Creature(s) triggering the trap must save or gain a -4 penalty to saves for 10 minutes. Costs: 5 MP saving throw penalty, 3 MP contingency.

Resistance, Greater
Abjure Force 6/Gen 1
Total MP: 8
Range: 0
Area: caster
Duration: 10 minutes
Save: Will negates (harmless)
Spell Resistance: yes (harmless)
Description: Caster gains a +6 resistance bonus to all saves for the duration. Costs: 6 MP save bonus, 1 MP duration.

Harden Skin
Abjure Nature 6/Abjure Metal 1/Gen 1
Total MP: 8
Range: 0
Area: caster
Duration: 10 minutes
Save: Will negates (harmless)
Spell Resistance: yes (harmless)
Description: Caster gains a +6 enhancement bonus to AC and a +3 deflection bonus to AC versus metal attacks. Costs: 6 MP abjure nature AC, 1 MP abjure metal AC, 1 MP duration.

Resist The Elements
Abjure Force 7/Gen 1
Total MP: 8
Range: 0
Area: caster
Duration: 10 minutes
Save: Will negates (harmless)
Spell Resistance: yes (harmless)
Description: Caster gains energy resistance 17 versus all forms of energy. Costs: 7 MP force energy resistance, 1 MP duration.

Resist Swords
Abjure Metal 7/Gen 1
Total MP: 8
Range: 0
Area: caster
Duration: 10 minutes
Save: Will negates (harmless)
Spell Resistance: yes (harmless)
Description: Caster gains DR 10/evil versus swords and other metal objects or creatures. Costs: 5 MP metal damage reduction, 2 MP special material, 1 MP duration.

Resist Damage
Abjure Nature 7/Gen 1
Total MP: 8
Range: 0
Area: caster
Duration: 10 minutes
Save: Will negates (harmless)
Spell Resistance: yes (harmless)
Description: Caster gains DR 5/adamantine against all attacks. Costs: 5 MP nature damage reduction, 2 MP special material, 1 MP duration.

Perfect Flight
Move Air 6/Move Fire 1/Gen 1
Total MP: 8
Range: 0
Area: caster
Duration: 10 minutes
Save: Will negates (harmless)
Spell Resistance: yes (harmless)
Description: Caster’s speed is increased by +20’ and gains flight (perfect) at his increased base movement speed. Costs: 6 MP perfect flight, 1 MP increased speed, 1 MP duration.

14 MP Spells
Protection from Evil Dragons
Abjure Dragon 7/Abjure Evil 4/Gen 3
Total MP: 14
Range: touch
Area: one creature touched
Duration: 1 hour
Save: special
Spell Resistance: special
Description: This spell protects the recipient from the attacks of dragons. To even attack a protected creature, the dragon must make a Will save every minute. Should the dragon make its save, the creature is protected by Damage Reduction 4/Magic and Good, thus evil dragons and weak good dragons will have difficulty harming the protected creature with natural attacks. The protected individual also is protected with energy resistance 20 from all evil attacks. Costs: 2 MP damage reduction dragon, 2 MP damage reduction greater, 1 MP hedging dragon, 2 MP hedging greater, 4 MP energy resistance, 3 MP duration.

20 MP Spells
Protection from Evil Dragons, Greater
Abjure Dragon 13/Abjure Evil 4/Gen 3
Total MP: 20
Range: touch
Area: one creature touched
Duration: 1 hour
Save: special
Spell Resistance: special
Description: This spell protects the recipient from the attacks of dragons. To even attack a protected creature, the dragon must make a Will save every minute. Should the dragon make its save, the creature is protected by Damage Reduction 12/Magic and Good, thus evil dragons and weak good dragons will have difficulty harming the protected creature with natural attacks. The protected individual also is protected with energy resistance 20 from all evil attacks and gains a +3 on saves versus attacks from dragons. Costs: 7 MP damage reduction dragon, 2 MP damage reduction greater, 1 MP hedging dragon, 2 MP hedging greater, 4 MP energy resistance, 1 MP saves dragon, 3 MP duration.
 

astriemer

First Post
RuleMaster said:
:confused: :confused: :confused: :confused:

General comment: Please include detailed costs for every spell - deciphering spells with strange effects are much harder, if you don't know the ingredients of the spell. Some spells contain costs, which are the combination of different effects, like Infernal Wounds.

Not sure what kind of detailed costs you are asking for. Are you just wanting to know what the thinking was behind using the effect that was "paid" for?



RuleMaster said:
It isn't only illogical, that one can transform the monk's unarmed strike, but not a normal unarmed strike - I can't form a visual image, that explains this mystery, too. But actually you can this spell not only for the intended effect - a "Adamantine Body" comes into my mind. Without "De-animate" one would be living adamantine, wouldn't one?

The spell description is pulled verbatim from the spell as written in the Book of Exalted Deeds. I was just trying to simulate the spell as written. Personlly, I think it doesn't make much logical sense either.

I would think that that effect could be used to create the Adamantine Body effect (though at a higher MP cost) similar to the Iron Body spell that exists in the existing d20 products.


RuleMaster said:
First, averaging damage takes not only the rolling out, but the dividing goes a bit too far with the rules bending, I believe - at least for a general available spell, which should be usable without some houseruling involved. How many damage dice are created? 9d6? Average damage is 31.5, one minute is ten rounds - 2 hp less instead 3? Hold a minute - I just see, you are using Create Death instead Evoke Death. Why? Next to the horrible high MP spent on it, which mean, you could create anything within a 5 ft. cube, you don't describe the kind of weapon, which is created, because the damage depends from the weapon form. I repeat: You create the weapon out of nowhere, you don't need an existing weapon. You seem to have confused two spell lists to worst kind of interpretation possible... *sigh* Also the heal check idea is nowhere supported in the rules - it may have nice flavor, but it isn't core for EoMR and would weaken the spell further.

Again, this is one that has its text taken from the existing d20 spell (that's where the heal check idea came from). I used Create Death instead of Invoke Death because I wanted to use the elemental weapon damage effect. Under the Elemental Weapon enhancement for Create X it states that "You can use this enhancement to add elemental damage to a normal item, including to a weapon created with the Elemental Object enhancement, above" which is what I was trying to do.

I spent 8 MP to get +4d6 which is an average of 12 hp. Divided over a minute (10 rounds) is 1.2 hp per round (per hit). Less than the 2 hp described in the spell, but not all creatures will take the damage for the full 10 rounds. So, playing fast and loose with the EoMr rules to simulate the existing d20 spell...you get close to what the spell describes.

RuleMaster said:
Those smoky claws should be only illusional - otherwise some munchkin tries to abuse this situation. Why Fortitude as save? Only Death and Life change the save type from Reflex. (BTW, I'm unsure, if I'd allow such a description like smokey claws in the victims lungs in my campaign, but I don't know, how to describe Air damage anyway - maybe strong, compact winds twisting your body? In any case, smoke isn't something what I consider to be creatable by [Air], but I leave this aside for the discussion).

Next, how to you get 6d4 for damage? It is Evoke 7, so the damage, which can you spread, is 8d6. Furthermore, you can discharge a spell only one time within the current rules - there are no double or triple charges possible.

Again, this is one that is a d20 conversion, so the spell effect and description are from there. I'm just trying to simulate it using the EoMr rules. Let the muchkins abuse the original as well :)

What would you use to create an effect such as smoke that someone chokes on (thus taking damage), Evoke Mist? That would probably be just as good a choice. I relized that the rules don't support changing a single charge into double or triple charges, but they don't prohibit it either and it allows us to create an approximation of the spell effect as originally written (actually the original allowed for as many charges as you could hit a target within the duration).

12d4 is more than the normal 8d6 damage, but normally you don't have to succeed at a melee touch attack and then also let the target get a save for 1/2 damage. I figured that the combination of touch and save would give about a 50% increase in damage potential (because about 50% would succeed in their saves). Again, because you don't normally need to both touch and save, the form of the save seemed to be less important (fortitude v. reflex as normal for evoke effects) and then followed the original spell description.

This one was hard to write up. It required a lot of fudging which I was kind of uncomfortable with as well. This is just my attempt to similate the spell as written, any suggestions on how to better simulate it would be great.


RuleMaster said:
The target doesn't have to see you and you can only attack one creature ever with this spell. You can't divide duration, only unconverted damage dice.

Correct, normally the target wouldn't have to see you, but the existing spell has that limitation, so I left it in.

Also, normally you can only attack one creature with Evoke spells (unless you take the discerning and area general enhancments), but I didn't want the spell to allow you to target all the creatures as once (as the area discerning would normally allow), but rather each creature attacked required a standard attack action to target.

The rules as written don't state that you can divide duration, but RW indicated in another post that you could do so as long as the total duration wasn't being exceded.

Hey, RW, perhaps in the Errata (or LA) you could include either a general enhancement of splitting (like exists in Transform) that explicitly allows you to split damage among multiple targets and/or duration of spells or some text to indicate that it is possible as long as targets are in a small area, like with 30 feet of each other (as is the case in some of the core spells that allow the splitting of attacks among multiple targets, such as magic missile)

RuleMaster said:
Effectively, does this mean, that you cast only Evoke Good spells? A feat would be wasted then. Or do you mean, that Evoke Fire 4 would do damage, which is counted both as [Fire] and [Good]? It would result in weaker spell than Evoke Fire 2/Evoke Good 2, because if someone is immune against either one element/alignment, he won't be damaged at all. In this case, I don't see a reason, why it would be unbalanced, but maybe someone else has another idea. Another effect would be, that you would count for the use of this feat as a [Good] creature regarding any effect possible effect - maybe you should extend this effect for gaining the [Good] subtype through taking the feat. Wouldn't be unreasonable.

Yes, the spell would be both [Fire] and [Good] and would be weaker in some respects, but might be more effective in some as well. You could then apply other feats that only work on spells with the [Good] descriptor, and some creatures might take more damage from such spells as well.

This also is a conversion (from Book of Exalted Deeds), just written up for EoMr spell lists and effects.


RuleMaster said:
This is broken. Every level a bonus feat? Even the fighter doesn't get this benefit. Furthermore, I believe, that the feat Extra Spell List could be underpowered - you give one of your precious general feats up for only one extra list? What more power does it give to you? Two seem more reasonable.

Good point, we hadn't tried to gain maximum benefit from it, so hadn't considered that it could give a feat every level. I've modified it in the new post. How does the new version sound?


RuleMaster said:
1. This is stepping on the feat Spell List Familiarity. 2. I don't know, if this feat is overpowered or underpowered - this requires a lot of number crunching and I don't have time for that now.

Good point, Spell List Familiarity already basically does this, so this feat is not needed anymore. Originally I was trying to get an effect similar to the Magical Calling feat that RW added after the fact. I changed my feat as a result of that feat, but didn't realize that by doing so I was basically just making a different version of the Spell List Familiarity feat.

Thanks for the feedback so far!

P.S. The spell Aid is listed as a new spell on the wiki site. Shouldn't it be under the d20 conversions section?
 

John Q. Mayhem

Explorer
2 simple but flavorful Evoke Death spells that I made while converting a friend's warlock to EoM[R].

Malchazar's dire clutch
Exoke Death 3/Gen 0
Total MP: 3
Duration:1 minute*
Range: Touch
Area of Effect: one Life creature
Save: None
Spell Resistance: yes

The fingers of your left hand lengthen and extend into claws, which you plunge into an adjacent creatures chest. This requires a touch attack and deals 4d6 points of Death damage.
*If the attack fails, the spell can be held up to 10 rounds, or until you make a successful touch attack.

Costs: 3 MP Evoke Death

Malchazar's gutwrench
Exoke Death 1/Gen 1
Total MP: 2
Range: 30 ft.
Area of Effect: one Life creature
Save: Fort half
Spell Resistance: yes

You wrench the insides of a Life creature within 30 feet. This deals 2d6 points of Death damage, with a Fort save for half.

Costs: 1 MP Evoke Death, 1 MP range

Black blade
Create Shadow 3/Gen 0
Total MP: 3
Duration:1 minute

You pull handfuls of dark matter out of your shadow, shaping it into a masterwork greatsword. This weapon deals elemental Shadow damage, with an additional 1d6 points of Shadow damage each hit. It lasts for one minute; at the end of this time it melts and seems to run like water down your body into your shadow.

Costs: 2 MP elemental object, 1 MP elemental weapon

Orrin's singing blade
Create Sound 1/Infuse Force 1/Gen 1
Total MP: 3
Duration:10 minutes
Range: Touch
Area of Effect: One weapon
Save: None
Spell Resistance: yes

You sing softly to a weapon and make a mystic pass over it. For the duration, it hums and shivers slightly in your hand; the humming is barely discernable as the echoes of the song you sung it. It has a +1 enhancement bonus, and deals +1d6 points of Sound damage.

A spell used often by my Exalten DMPC in my siblings game. The only way I could get his magic to deal damage :)

Two not fully fleshed-out non-signature spells for the warlock mentioned above.

Dark Words of Meshuggah (Evoke Death 3) You whisper in someone’s ear for 2 full rounds. At the end of this time, they take 4d6 points of Death damage unless they make a successful Fortitude save, upon which they take half damage
Malchazar’s caress of fire (Evoke Fire 0) Over up to 10 rounds, you lightly touch an object or creature with your fingertips while whispering secret words. Every 2 rounds you do this the target takes 1d6 point of Fire damage. Carrying this out over the full 10 rounds uses up all of your free daily cantrips. If you use this on a creature, you will probably need to restrain it first. Otherwise it requires a touch attack every 2 rounds, and the creature gets a free attack on you every round.

The caress of fire is just a flavorful use of free cantrips.
 

Bayonet_Chris

First Post
My spells

[Edit: Broken down costs added]

I'm playing in a game and here are the various spells in my spellbook. I'll just post a handful
of them.

Benevolence
Abjure Force 0, Gen 2
Cost: 2 MP (0 base abjure saving throw, 2 abjure discounted duration)
Duration: 1 day
Range: Touch
Save: Will negates (Harmless)
Spell Resistance: Yes (Harmless)

The target gets a +1 bonus to all saving throws.

Force Shield
Abjure Force 3, Gen 1
Cost: 4 MP (3 Force energy resist, 1 duration)
Duration: 10 minutes
Range: Touch
Save: Will negates (Harmless)
Spell Resistance: Yes (Harmless)

The target gets Energy Resistance 7 (All).

Spell Shield
Abjure Force 3, Gen 1
Cost: 4 MP (3 force spell resist, 1 duration)
Duration: 10 minutes
Range: Touch
Save: Will negates (Harmless)
Spell Resistance: Yes (Harmless)

The target gets Spell Resistance 12.

Heat Shield
Abjure Lighting 0, Gen 2
Cost: 2 MP (2 discounted abjure duration)
Duration: 1 day
Range: Touch
Save: Will negates (Harmless)
Spell Resistance: Yes (Harmless)

The target gets energy resistance 1 versus lightning, air, fire, and light effects. This allows the target to travel in hot locales without suffering the effect of heat-related maladies.

Iron Ward
Abjure Metal 3, Gen 1
Cost: 4 MP (3 Abjure Metal DR, 1 duration)
Duration: 10 minutes
Range: Touch
Save: Will negates (Harmless)
Spell Resistance: Yes (Harmless)

The target gets DR 6/magic versus metal and ooze attacks, including metal weapons.

Natural Armor
Abjure Nature 3, Gen 1
Cost: 4 MP (3 abjure armor class, 1 duration)
Duration: 10 minutes
Range: Touch
Save: Will negates (Harmless)
Spell Resistance: Yes (Harmless)

The target gets a natural armor class bonus of +4.

Winter Ward
Abjure Sound 0, Gen 2
Cost: 2 MP (2 discounted abjure duration)
Duration: 1 day
Range: Touch
Save: Will negates (Harmless)
Spell Resistance: Yes (Harmless)

The target gets energy resistance 1 versus sound, air, ice, and light effects. This allows the target to travel in cold locales without suffering the effects of cold-related maladies.

Awe
Charm Humanoid 0, Gen 4
Cost: 4 MP (0 weak charm, 3 area of effect, 1 discerning)
Duration: 1 minute
Range: Touch
Area: 30 ft. radius
Save: Will negates
Spell Resistance: Yes

Weak (fear) charm on all targets of the caster's choice (discerning) within a 30 ft. radius. All affected targets suffer a -2 on attack rolls, damage, and saving throws.

Scry Shield
Dispel Magic 1, Gen 2
Cost: 3 MP (1 dispel magic, 1 area of effect, 1 duration)
Duration: 10 minutes
Range: Touch
Area: 10 ft. radius
Save: None
Spell Resistance: None

When cast, the DC to scry anything within 10 ft. of the target is raised by 8.

Chink in the Armor
Hex Metal 2, Gen 2
Cost: 4 MP (2 hex, 1 range, 1 duration)
Duration: 10 minutes
Range: 30 ft.
Save: Will negates
Spell Resistance: Yes

The target gets -3 AC against metal and ooze attacks.

Emergency Teleport
Move Space 2, Gen 2
Cost: 4 MP (2 move space, 2 medium contingency)
Duration: 1 minute* (1 hour contingency)
Range: Touch
Save: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell is a standard teleport with a contingency component, allowing the wizard to cast the spell and use the teleport any time within an hour as a free action. The maximum range on the teleport is 30 ft.

Teleport Object
Move Space 2, Move Force 1, Gen 1
Cost: 4 MP (2 move space, 1 move force, 1 range)
Duration: 1 minute
Range: 30 ft.
Save: Will negates (if moving a person)
Spell Resistance: Yes (if moving a person)

The caster can select any object within 30 ft. and teleport it to his hand. The object may weigh no more than 80 lb. If the object is held or worn, you make a disarm attempt with an attack roll based on the caster's base attack modified by the strength of the spell (Str 8, -1 to hit). The spell is always considered a "light weapon" for disarming purposes, so an additional -4 penalty is applied against held objects.

If the disarm is successful, the object appears in the caster's hand. If the target is a person, they get a saving throw and spell resistance as normal.
 
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Verequus

First Post
Nice spells, but please include the costs - if one wants to modify a spell quickly, he has to reverse engineer first them, which defies somewhat the purpose of building spells with components.
 



Lela

First Post
Bayonet_Chris said:
Emergency Teleport
Move Space 2, Gen 2
Cost: 4 MP (2 move space, 2 medium contingency)
Duration: 1 minute* (1 hour contingency)
Range: Touch
Save: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell is a standard teleport with a contingency component, allowing the wizard to cast the spell and use the teleport any time within an hour as a free action. The maximum range on the teleport is 30 ft.

I've been meaning to make one of these. Looks good to me. I plan to grab it for my character, though I need to change the name to 3 words for RP reasons. Right now I'm going to use Germain's Emergency Teleport (Germain was one of my teachers) but if you have any suggestions. . .
 
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Bayonet_Chris

First Post
Lela said:
I've been meaning to make one of these. Looks good to me. I plan to grab it for my character, though I need to change the name to 3 words for RP reasons. Right now I'm going to use Germain's Emergency Teleport (Germain was one of my teachers) but if you have any suggestions. . .

Well, my character is Hadrian, so you're more than welcome to make it "Hadrian's Emergency Teleport" :)
 

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