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Elements of Magic - Spell Creation and Critique
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<blockquote data-quote="Bayonet_Chris" data-source="post: 2600384" data-attributes="member: 34405"><p><strong>My spells</strong></p><p></p><p>[Edit: Broken down costs added]</p><p></p><p>I'm playing in a game and here are the various spells in my spellbook. I'll just post a handful </p><p>of them.</p><p></p><p><strong>Benevolence</strong></p><p>Abjure Force 0, Gen 2</p><p>Cost: 2 MP (0 base abjure saving throw, 2 abjure discounted duration)</p><p>Duration: 1 day</p><p>Range: Touch</p><p>Save: Will negates (Harmless)</p><p>Spell Resistance: Yes (Harmless)</p><p></p><p>The target gets a +1 bonus to all saving throws.</p><p></p><p><strong>Force Shield</strong></p><p>Abjure Force 3, Gen 1</p><p>Cost: 4 MP (3 Force energy resist, 1 duration)</p><p>Duration: 10 minutes</p><p>Range: Touch</p><p>Save: Will negates (Harmless)</p><p>Spell Resistance: Yes (Harmless)</p><p></p><p>The target gets Energy Resistance 7 (All).</p><p></p><p><strong>Spell Shield</strong></p><p>Abjure Force 3, Gen 1</p><p>Cost: 4 MP (3 force spell resist, 1 duration)</p><p>Duration: 10 minutes</p><p>Range: Touch</p><p>Save: Will negates (Harmless)</p><p>Spell Resistance: Yes (Harmless)</p><p></p><p>The target gets Spell Resistance 12.</p><p></p><p><strong>Heat Shield</strong></p><p>Abjure Lighting 0, Gen 2</p><p>Cost: 2 MP (2 discounted abjure duration)</p><p>Duration: 1 day</p><p>Range: Touch</p><p>Save: Will negates (Harmless)</p><p>Spell Resistance: Yes (Harmless)</p><p></p><p>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.</p><p></p><p><strong>Iron Ward</strong></p><p>Abjure Metal 3, Gen 1</p><p>Cost: 4 MP (3 Abjure Metal DR, 1 duration)</p><p>Duration: 10 minutes</p><p>Range: Touch</p><p>Save: Will negates (Harmless)</p><p>Spell Resistance: Yes (Harmless)</p><p></p><p>The target gets DR 6/magic versus metal and ooze attacks, including metal weapons.</p><p></p><p><strong>Natural Armor</strong></p><p>Abjure Nature 3, Gen 1</p><p>Cost: 4 MP (3 abjure armor class, 1 duration)</p><p>Duration: 10 minutes</p><p>Range: Touch</p><p>Save: Will negates (Harmless)</p><p>Spell Resistance: Yes (Harmless)</p><p></p><p>The target gets a natural armor class bonus of +4.</p><p></p><p><strong>Winter Ward</strong></p><p>Abjure Sound 0, Gen 2</p><p>Cost: 2 MP (2 discounted abjure duration)</p><p>Duration: 1 day</p><p>Range: Touch</p><p>Save: Will negates (Harmless)</p><p>Spell Resistance: Yes (Harmless)</p><p></p><p>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.</p><p></p><p><strong>Awe</strong></p><p>Charm Humanoid 0, Gen 4</p><p>Cost: 4 MP (0 weak charm, 3 area of effect, 1 discerning)</p><p>Duration: 1 minute</p><p>Range: Touch</p><p>Area: 30 ft. radius</p><p>Save: Will negates</p><p>Spell Resistance: Yes</p><p></p><p>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.</p><p></p><p><strong>Scry Shield</strong></p><p>Dispel Magic 1, Gen 2</p><p>Cost: 3 MP (1 dispel magic, 1 area of effect, 1 duration)</p><p>Duration: 10 minutes</p><p>Range: Touch</p><p>Area: 10 ft. radius</p><p>Save: None</p><p>Spell Resistance: None</p><p></p><p>When cast, the DC to scry anything within 10 ft. of the target is raised by 8.</p><p></p><p><strong>Chink in the Armor</strong></p><p>Hex Metal 2, Gen 2</p><p>Cost: 4 MP (2 hex, 1 range, 1 duration)</p><p>Duration: 10 minutes</p><p>Range: 30 ft.</p><p>Save: Will negates</p><p>Spell Resistance: Yes</p><p></p><p>The target gets -3 AC against metal and ooze attacks.</p><p></p><p><strong>Emergency Teleport</strong></p><p>Move Space 2, Gen 2</p><p>Cost: 4 MP (2 move space, 2 medium contingency)</p><p>Duration: 1 minute* (1 hour contingency)</p><p>Range: Touch</p><p>Save: Will negates (harmless)</p><p>Spell Resistance: Yes (harmless)</p><p></p><p>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.</p><p></p><p><strong>Teleport Object</strong></p><p>Move Space 2, Move Force 1, Gen 1</p><p>Cost: 4 MP (2 move space, 1 move force, 1 range)</p><p>Duration: 1 minute</p><p>Range: 30 ft.</p><p>Save: Will negates (if moving a person)</p><p>Spell Resistance: Yes (if moving a person)</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Bayonet_Chris, post: 2600384, member: 34405"] [b]My spells[/b] [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. [B]Benevolence[/B] 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. [B]Force Shield[/B] 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). [B]Spell Shield[/B] 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. [B]Heat Shield[/B] 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. [B]Iron Ward[/B] 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. [B]Natural Armor[/B] 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. [B]Winter Ward[/B] 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. [B]Awe[/B] 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. [B]Scry Shield[/B] 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. [B]Chink in the Armor[/B] 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. [B]Emergency Teleport[/B] 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. [B]Teleport Object[/B] 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. [/QUOTE]
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