Gabal's Viral Flame, and Elemental Control feat

What do you think of these? Is their power level about right?


New Spell – Gabal’s Viral Flame
Abjuration/Evocation [Fire]
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft. radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Hungry flames sear creatures in the area you target. Their fire deals 10d6 points of fire damage to normal creatures, but the flames feed on antimagic and energy wards, and actually become stronger in their presence.

If someone attempts to counter Gabal’s viral flame, the spell attempts to transform the abjuring magic into additional evocation magic. Make an opposed caster level check with the caster of the counterspell. If you succeed, the counterspell is itself countered, and Gabal’s viral flame deals an additional 1d6 points of damage per level of the counterspell to that spell’s caster.

If any creature in the area is area are protected by a spell or spell-like ability that grants protection from fire, make a caster level check against each such effect (DC 11 + defensive spell’s caster level). If you succeed, that effect is dispelled, and Gabal’s viral flame deals an additional 1d6 points of damage per level of the defensive spell to that creature.



Elemental Control [General]
You possess great control over one of the classical four elements – air, earth, fire, or water.
Prerequisite: Knowledge (arcana) 15 ranks, ability to cast five spells of the chosen element, at least one of which must be 6th level.

Spells with the air, cold, electricity, or sonic descriptor, or which grant a fly speed count as ‘air’ spells. Those with the acid or water descriptor count as ‘water’ spells. Other spells may count even if they lack the precise elemental descriptor, at the game master’s discretion.
Benefit: Your caster level for spells with the descriptor of your chosen element increases by +1.

You can use one of the following sets of powers, as appropriate to your chosen element.
• Air. You can use gust of wind at will as a spell-like ability. You gain cold, electricity, and sonic resistance 5.
• Earth. You gain the spell-like ability to use stone shape at will, and to use stoneskin and stone tell each once per day. You are immune to petrification, and gain the dwarven stonecunning ability if you lack it. If you already possess stonecunning, you gain DR 2/-.
• Fire. You can use produce flame at will as a spell-like ability. You gain fire resistance 10, and are immune to the fire damage from you own spells.
• Water. You can use create water at will as a spell-like ability. You can walk on water as if affected by water walk, and gain a Swim speed equal to your base land speed. You gain acid resistance 10, and are immune to the acid damage from you own spells.
 
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I see nothing really wrong with your spell. It needs some rewording but other than that it seems alright, the flat 10 dice of damage is low and really how often is a PC going to fight something with resist fire on? Even so the resist is only leve 2 or 3 if its protection from fire, 2d6 or 3d6 extra.

Perhaps add an area dispel to it instead of the extra damage?

Your feat is rediculous. The Earth power is way to strong. Stone shape at will is almost worthy as a feat in itself but adding stoneskin and stontell 1/day as sp abilities!? Immune to petrification is neat but DR 2/- if you have stonecunning is over the top.
The air is not bad, small resistance, and gust of wind at will, a mainly useless spell. But the feat adds +1 CL already.
Fire, again not bad.
Water, not bad but a little tiny bit more powerful than fire and air and less powerful than earth.

Earth needs to be toned down, I know this is a high level feat but remember stonskin is a strong spell dr/adamantine is great. Toss on immune to petrification, free stoneshapes (aka build your own cave/dungeon), AND potential DR 2/-.

The air and fire should be about where the abilities should be at with +1 CL. Water is alright as water walking is not that great of a spell but giving them a swim speed to boot is pushing it. The prereq's for the feat are easy to obtain by 13th level.

Also don't forget to specify if the abilities are spell like, supernatural, extraoridnary, etc.
 

Thanks Meeki. How about these versions?

Elemental Control [General]
You possess great control over one of the classical four elements – air, earth, fire, or water.
Prerequisite: Knowledge (arcana) 15 ranks, ability to cast six spells of the chosen element, at least one of which must be 6th level.

Spells with the air, cold, electricity, or sonic descriptor, or which grant a fly speed count as ‘air’ spells. Those with the acid or water descriptor count as ‘water’ spells. Other spells may count even if they lack the precise elemental descriptor, at the game master’s discretion.
Benefit: Your caster level for spells with the descriptor of your chosen element increases by +1.

You can use one of the following sets of powers, as appropriate to your chosen element. For spell-like abilities, your caster level is equal to your normal caster level.
• Air. You can use gust of wind at will as a spell-like ability. You gain cold, electricity, and sonic resistance 5.
• Earth. You gain the spell-like ability to use stone shape at will as a spell-like ability. You are immune to petrification and your natural armor bonus increases by +1.
• Fire. You can use produce flame at will as a spell-like ability. You gain fire resistance 10, and are immune to the fire damage from you own spells.
• Water. You can use create water at will as a spell-like ability. You can breathe underwater. You gain acid resistance 10, and are immune to the acid damage from you own spells.



Gabal’s Viral Flame
Abjuration/Evocation [Fire]
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft. radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Hungry flames sear creatures in the area you target. Their fire deals 1d6 points of fire damage per level (maximum 15d6), but the flames feed on antimagic and energy wards, and actually become stronger in their presence.

In addition to its damage, Gabal’s viral flame functions similar to the area dispel option of greater dispel magic, except that it can only dispel effects that provide resistance or immunity to energy damage. For each effect that is dispelled, Gabal’s viral flame deals an additional 2d6 points of fire damage per level of the defensive spell to the creature or object that the ward was on.

If someone attempts to counterspell Gabal’s viral flame, your spell attempts to transform the counterspell into additional evocation magic. Make an opposed caster level check with the caster of the counterspell. If you succeed, the counterspell is itself countered, and Gabal’s viral flame deals an additional 2d6 points of fire damage per level of the counterspell to that spell’s caster.

For both these effects, your caster level check caps at d20+15.
 

Now that is a cool spell, I love hybrid school spells. Oh yea for the save it should be Reflex Half (partial) since it does have a dispel attached to it and you cannot avoid that.

If you are going to give natural armor with earth make stoneshape limited to use/day, maybe 3. +1 natural armor is a feat in itself, although its a monster feat.

So +1 CL, +1 Nat, Stoneshape at will, and immune to petrification makes for a powerful feat but there are not THAT many earth spells compared to fire and air. It has flavor so it seems fine to me, I would ask someone else also though just to be sure ya know.
 

Just one thing to note from me (on the new version)...

Produce Flame at will is not exactly a minor spell. The closest comparison to these feats are the Reserve Spell Feats from Complete Mage. The fire reserve feat gives the ability to do up to 9d6 fire damage (with a saved Meteor Swarm) as well as the +1 CL. However, the range is a mere 30'. Compare that to the 120' range of Produce Flame.

I'm not exactly saying that it's a problem -- just that these Elemental feats are strictly better than any Reserve Feat. They do have significantly higher requirements, though, so it may balance out.
 

Yea the fairly high level requirement seems to balance them out. Produce flame will do 1d6 +5 fire damage with a ranged touch attack. Big whoop.
 

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