guidelines for spell design?

Quickleaf

Legend
I was designing some spells (curse ward, forensics-type spell, flood river, quicksand, cursed object, force shapechange, and lengthen sleep) and was wondering how you determine spell level? Is there web resource for designing spells? Here's one spell so far, to see if I'm doing this right... :)

Venom into Balm
Transmutation
Level: Druid 2, Ranger 2
Target: One venomous animal
Components: V, S, DF
Duration: See description
Casting Time: Standard action
Range: Close (25 ft +5 ft/ 2 levels)
Saving Throw: None
Spell Resistance: No
When this spell is cast upon a venomous animal, the toxic bite/sting of the animal is converted into a healing balm that restores life instead of taking it. The bite/sting heals 1d6 hit points, and 2d6 + 1 hp/level on the next round. Once the potion has been injected, the animal’s poison is restored as before.
 

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Interesting spell idea you have there. As for assigning spell level, best thing you can do is compare what it does to spells of the the same nature.

Basically you have a spell that converts damage into curing. I can't think of a spell that does that off the top of my head, but I can compare it to Delay Poison and Neutralize Poison. Delay is 2nd level while Neutralize is 4th level.

Since this is better than delay poison, because it converts damage into curative power, it could be higher level. 3rd level seems right to me. But since the spell only works for 1 bite, given more thought I might be convinced it is appropriate at second level. The ranger level is probably right on the money since they aren't core casters.

The description of the spell needs to indicate how long this enchantment lasts on the creature. For example, we know it works until the first bite, but what is the creature doesn't bite for 10 days? There should be a max time, 24 hours being typical. I was going to say the spell resistance should say yes, but I see the targets are specifically animals, so that'll work fine. You might want to clear the last sentence. I could interpret that as "I got bitten and healed, but after it healed me the poison returned to normal and I took Con damage".
 



Thanks for the link to Adelfarn, Gez! It's a great site. I guess someone beat me to the spell. *sigh* :)

Thanks for the tips, Wycen. Yeah, I gues I need to make it clear it is against a single bite only, and the targetted animal is only carries the healing balm in its stinger/bite for 24 hours... That seems reasonable for 2nd level.

What if the spell was expanded to include ANY venemous creatures and allowed spell resistance? Would that increase it to 3rd level?

Here is another one to look over...

Curse Ward
Abjuration
Level: Cleric 3
Target: One creature touched
Components: V, S, M
Duration: 10 minutes/level or until discharged
Casting Time: Standard action
Saving Throw: Will negates (harmless)
Range: Touch
Spell Resistance: Yes (harmless)
This spell prevents the creature touched from being cursed. Such curses include: bestow curse, eyebite, and unholy blight. Against certain powerful curses, it only works if the caster’s level is higher than the caster level of the curser. Such powerful curses include: lesser geas, mark of justice, and being bitten by an infected lycanthrope (in this case use the creature’s level/HD). Against the geas spell and mummy’s rot, the caster must be two levels higher to protect the target.
Material Component: Holy oil poured over the target’s head.
 

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