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<blockquote data-quote="CombatWombat51" data-source="post: 1201644" data-attributes="member: 10473"><p>Just a couple I was working on... the reason I'm posting is so that I could get some feedback on what people think the balance is on these. They sorta explore newish directions in spells, at least as far as the core rules are concerned.</p><p></p><p></p><p><strong>Drain Life</strong></p><p>Necromancy [Evil]</p><p>Level: Sor/Wiz 5</p><p>Components: V, S</p><p>Casting Time: 1 action</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Effect: Ray</p><p>Duration: Instantaneous</p><p>Saving Throw: Fortitude partial</p><p>Spell Resistance: Yes</p><p></p><p>A sickish green ray streaks at a target within range. If you hit a living creature, it takes 1d4 damage per caster level (max 15d4) from negative energy, and you’re healed for an equal amount. Any excess points over your maximum hit points are added as temporary hit points that last for one hour. If the victim makes his saving throw, he only suffers half damage, and you don’t gain any hit points.</p><p> If an undead creature or evil outsider is the target of the spell, the effects are reversed as though you were the target of the spell.</p><p></p><p></p><p><strong>Exterminate</strong></p><p>Necromancy [Death]</p><p>Level: Sor/Wiz 0</p><p>Components: S</p><p>Casting Time: 1 action</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Effect: Ray</p><p>Duration: Instantaneous</p><p>Saving Throw: None</p><p>Spell Resistance: Yes</p><p></p><p>A thin black line of negative energy shoots from your finger. If you hit an animal or vermin that’s Tiny, or smaller, and has less than 2 hit points, it is instantly slain.</p><p></p><p></p><p><strong>Foul Desire</strong></p><p>Divination [Evil]</p><p>Level: Clr 3, Wiz 4</p><p>Components: V, S (see text)</p><p>Casting Time: 1 full round</p><p>Range: Personal</p><p>Target: You</p><p>Duration: Instantaneous</p><p>Saving Throw: Fortitude half (see text)</p><p>Spell Resistance: No</p><p></p><p>You implore dark powers to grant you knowledge at the price of your essence. Choose any spell you know. That spell is now prepared, even if you don’t have any slots available.</p><p> As an additional cost, you take 4 points of temporary Constitution damage. You take half damage if you make a Fortitude save with a DC of 14 plus the level of the spell. If you fail the save with a natural one, you suffer one point of permanent Constitution damage.</p><p></p><p></p><p><strong>Succubus’s Embrace</strong></p><p>Necromancy [Evil]</p><p>Level: Sor/Wiz 4</p><p>Components: S (I)</p><p>Casting Time: 1 action</p><p>Range: Touch (see text)</p><p>Target: Creature touched</p><p>Duration: 1 round/level</p><p>Saving Throw: Fortitude negates (see text)</p><p>Spell Resistance: Yes</p><p></p><p>You can drain vitality from a living creature, and they may not notice until it’s too late. You can either make a normal touch attack to affect the target (and the target gets a save), or you can attempt to trick the victim.</p><p> The victim takes 1 point of temporary Constitution damage per round that you maintain the touch. If they’re voluntarily maintaining contact, such as during a kiss, they must make a Wisdom check to notice the drain (DC 14 + your Cha modifier), and they don’t get a saving throw until they succeed at the Wisdom check. Every point of Constitution you drain is added to your Constitution score.</p><p> The bonus to your Constitution score wears off at a rate of 1 point per hour, and the victim regains their Constitution at the regular rate.</p><p>If an undead creature or evil outsider is the target of the spell, the effects are reversed as though you were the target of the spell (including not realizing that you’re being drained).</p></blockquote><p></p>
[QUOTE="CombatWombat51, post: 1201644, member: 10473"] Just a couple I was working on... the reason I'm posting is so that I could get some feedback on what people think the balance is on these. They sorta explore newish directions in spells, at least as far as the core rules are concerned. [B]Drain Life[/B] Necromancy [Evil] Level: Sor/Wiz 5 Components: V, S Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: Instantaneous Saving Throw: Fortitude partial Spell Resistance: Yes A sickish green ray streaks at a target within range. If you hit a living creature, it takes 1d4 damage per caster level (max 15d4) from negative energy, and you’re healed for an equal amount. Any excess points over your maximum hit points are added as temporary hit points that last for one hour. If the victim makes his saving throw, he only suffers half damage, and you don’t gain any hit points. If an undead creature or evil outsider is the target of the spell, the effects are reversed as though you were the target of the spell. [B]Exterminate[/B] Necromancy [Death] Level: Sor/Wiz 0 Components: S Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: Instantaneous Saving Throw: None Spell Resistance: Yes A thin black line of negative energy shoots from your finger. If you hit an animal or vermin that’s Tiny, or smaller, and has less than 2 hit points, it is instantly slain. [B]Foul Desire[/B] Divination [Evil] Level: Clr 3, Wiz 4 Components: V, S (see text) Casting Time: 1 full round Range: Personal Target: You Duration: Instantaneous Saving Throw: Fortitude half (see text) Spell Resistance: No You implore dark powers to grant you knowledge at the price of your essence. Choose any spell you know. That spell is now prepared, even if you don’t have any slots available. As an additional cost, you take 4 points of temporary Constitution damage. You take half damage if you make a Fortitude save with a DC of 14 plus the level of the spell. If you fail the save with a natural one, you suffer one point of permanent Constitution damage. [B]Succubus’s Embrace[/B] Necromancy [Evil] Level: Sor/Wiz 4 Components: S (I) Casting Time: 1 action Range: Touch (see text) Target: Creature touched Duration: 1 round/level Saving Throw: Fortitude negates (see text) Spell Resistance: Yes You can drain vitality from a living creature, and they may not notice until it’s too late. You can either make a normal touch attack to affect the target (and the target gets a save), or you can attempt to trick the victim. The victim takes 1 point of temporary Constitution damage per round that you maintain the touch. If they’re voluntarily maintaining contact, such as during a kiss, they must make a Wisdom check to notice the drain (DC 14 + your Cha modifier), and they don’t get a saving throw until they succeed at the Wisdom check. Every point of Constitution you drain is added to your Constitution score. The bonus to your Constitution score wears off at a rate of 1 point per hour, and the victim regains their Constitution at the regular rate. If an undead creature or evil outsider is the target of the spell, the effects are reversed as though you were the target of the spell (including not realizing that you’re being drained). [/QUOTE]
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