Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
ShortQuests -- Pocket Sized Adventures! An all-new collection of digest-sized D&D adventures designed for 1-2 game sessions.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Help with news spells
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Khaalis" data-source="post: 1389435" data-attributes="member: 2167"><p>Are these for 3.0 or 3.5? For this post I will assume 3.5...</p><p></p><p>Some basic commentary.</p><p></p><p>The School for the spells as written would be: Conjuration (Creation) [Energy Type]</p><p>(But it has to be one specific energy type)</p><p></p><p>The spell levels are too low.</p><p>Magic Weapon is 1st</p><p>Greater Magic Weapon is 3rd</p><p>Major Creation (metal) is 5th </p><p></p><p>However, the proposed spells not only create a magic weapon rather than transform a weapon, but they also fires the weapon AND gives an energy bonus. I also think that dealing ALL energy bonuses at once is TOO powerful. There is no spell that does this especially with the rule of energy opposition. The spells are also more powerful than the magic items they are supposed to mimic.</p><p></p><p>Here are some suggestions based on existing spells...</p><p></p><p><strong>Weapon of the Elements</strong></p><p><span style="color: darkorange">Transmutation</span></p><p><strong>Level:</strong> Clr 3, Sor/Wiz 3</p><p><strong>Components:</strong> V, S, DF</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Touch</p><p><strong>Target:</strong> Weapon touched</p><p><strong>Duration:</strong> 1 min./level</p><p><strong>Saving Throw:</strong> Will negates (harmless, object)</p><p><strong>Spell Resistance:</strong> Yes (harmless, object)</p><p><em>Weapon of the elements</em> gives a weapon a +1 enhancement bonus on attack and damage rolls. (An enhancement bonus does not stack with a masterwork weapon’s +1 bonus on attack rolls.) This also grants the weapon an energy aura of choice from acid, cold, electricity, fire, or sonic. This aura deals an additional 1d6 damage of that energy type on a successful attack and an extra 1d10 points of fire damage on a successful critical hit.</p><p>You can’t cast this spell on a natural weapon, such as an unarmed strike (instead, see <em>magic fang</em>). A monk’s unarmed strike is considered a weapon, and thus it can be enhanced by this spell.</p><p></p><p><strong>Weapon of the Elements, Greater</strong></p><p><span style="color: darkorange">Transmutation</span></p><p><strong>Level:</strong> Clr 5, Sor/Wiz 5</p><p><strong>Components:</strong> V, S, M/DF</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Close</p><p><strong>Target:</strong> One weapon or 50 projectiles (all of which have to be in contact with one another at the time of casting)</p><p><strong>Duration:</strong> 1 hour/level</p><p><strong>Saving Throw:</strong> Will negates (harmless, object)</p><p><strong>Spell Resistance:</strong> Yes (harmless, object)</p><p>This spell functions like <em>weapon of the elements</em>, except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5).</p><p>Alternatively, you can affect as many as fifty arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together (in the same quiver or other container). Projectiles, but not thrown weapons, lose their transmutation when used. (Treat shuriken as projectiles, rather than as thrown weapons, for the purpose of this spell.)</p><p><em>Arcane Material Component:</em> Powdered lime and carbon. A bit of Copper (fire) or Sulfur (acid) or Fur (electricity) or a small tin bell (sonic) or a bit of cold iron (cold). </p><p></p><p>OR</p><p></p><p><strong>Mage’s Fire Spear</strong></p><p><span style="color: darkorange">Conjuration (Creation) [Fire]</span></p><p><strong>Level:</strong> Sor/Wiz 7</p><p><strong>Components:</strong> V, S, F</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Close</p><p><strong>Effect:</strong> One shortspear</p><p><strong>Duration:</strong> 1 round per level</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> Yes</p><p>This spell brings into being a magical flaming shortspear. The spear strikes at any opponent within its range, as you desire, starting in the round that you cast the spell. The spear attacks its designated target once each round on your turn. Its attack bonus is equal to your caster level + your Int bonus or your Cha bonus (for wizards or sorcerers, respectively) with an additional enhancement bonus of +1 per four caster levels (maximum +5). It deals 3d6 points of piercing damage plus an additional enhancement bonus of +1 per four caster levels (maximum +5), with a threat range of 20 and a critical multiplier of x3. Additionally, the spear deals 1d6 fire damage on a successful attack and an extra 2d10 points of fire damage on a successful critical hit. </p><p>The spear always strikes from your direction. It does not get a bonus for flanking or help a combatant get one. If the spear goes beyond the spell range from you, if it goes out of your sight, or if you are not directing it, the spear returns to you and hovers.</p><p>Each round after the first, you can use a standard action to switch the spear to a new target. If you do not, the spear continues to attack the previous round’s target.</p><p>The spear cannot be attacked or harmed by physical attacks, but <em>dispel magic, disintegrate,</em> a <em>sphere of annihilation,</em> or a <em>rod of cancellation</em> affects it. The spear’s AC is 10 + its enhancement bonus (10, +0 size bonus for Medium object, plus a deflection bonus equal to its enhancement bonus).</p><p>If an attacked creature has spell resistance, the resistance is checked the first time <em>Mage’s fire spear</em> strikes it. If the spear is successfully resisted, the spell is dispelled. If not, the spear has its normal full effect on that creature for the duration of the spell.</p><p><em>Focus:</em> A miniature platinum spear with a spearhead of copper and zinc. It costs 250gp to construct.</p><p></p><p>OR</p><p></p><p><strong>Flaming Spear</strong></p><p><span style="color: darkorange">Conjuration (Creation) [Fire]</span></p><p><strong>Level:</strong> Sor/Wiz 2</p><p><strong>Components:</strong> V, S, M</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Close</p><p><strong>Effect:</strong> One spear of flame</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> No</p><p> A magical spear of fire springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The spear deals 1d6 points of fire damage. For every three caster levels (to a maximum of 18th), the fire deals another 1d6 points of damage (maximum 6d6 at 18th).</p><p>Material Component: Powdered bat guano.</p><p></p><p>OR </p><p></p><p><strong>Spear of Fire</strong></p><p><span style="color: darkorange">Evocation [Fire]</span></p><p><strong>Level:</strong> Sor/Wiz 2</p><p><strong>Components: </strong> V, S</p><p><strong>Casting Time: </strong> 1 standard action</p><p><strong>Range: </strong> Close</p><p><strong>Effect: </strong> One or more spears</p><p><strong>Duration: </strong> Instantaneous</p><p><strong>Saving Throw: </strong> None</p><p><strong>Spell Resistance: </strong> Yes</p><p>You blast your enemies with fiery spears. You may fire one spear, plus one additional spear for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each spear requires a ranged touch attack to hit and deals 4d6 points of fire damage. The spears may be fired at the same or different targets, but all spears must be aimed at targets within 30 feet of each other and fired simultaneously.</p><p></p><p></p><p>Hope this gives you some ideas.</p></blockquote><p></p>
[QUOTE="Khaalis, post: 1389435, member: 2167"] Are these for 3.0 or 3.5? For this post I will assume 3.5... Some basic commentary. The School for the spells as written would be: Conjuration (Creation) [Energy Type] (But it has to be one specific energy type) The spell levels are too low. Magic Weapon is 1st Greater Magic Weapon is 3rd Major Creation (metal) is 5th However, the proposed spells not only create a magic weapon rather than transform a weapon, but they also fires the weapon AND gives an energy bonus. I also think that dealing ALL energy bonuses at once is TOO powerful. There is no spell that does this especially with the rule of energy opposition. The spells are also more powerful than the magic items they are supposed to mimic. Here are some suggestions based on existing spells... [b]Weapon of the Elements[/b] [color=darkorange]Transmutation[/color] [b]Level:[/b] Clr 3, Sor/Wiz 3 [b]Components:[/b] V, S, DF [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Touch [b]Target:[/b] Weapon touched [b]Duration:[/b] 1 min./level [b]Saving Throw:[/b] Will negates (harmless, object) [b]Spell Resistance:[/b] Yes (harmless, object) [i]Weapon of the elements[/i] gives a weapon a +1 enhancement bonus on attack and damage rolls. (An enhancement bonus does not stack with a masterwork weapon’s +1 bonus on attack rolls.) This also grants the weapon an energy aura of choice from acid, cold, electricity, fire, or sonic. This aura deals an additional 1d6 damage of that energy type on a successful attack and an extra 1d10 points of fire damage on a successful critical hit. You can’t cast this spell on a natural weapon, such as an unarmed strike (instead, see [i]magic fang[/i]). A monk’s unarmed strike is considered a weapon, and thus it can be enhanced by this spell. [b]Weapon of the Elements, Greater[/b] [color=darkorange]Transmutation[/color] [b]Level:[/b] Clr 5, Sor/Wiz 5 [b]Components:[/b] V, S, M/DF [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Close [b]Target:[/b] One weapon or 50 projectiles (all of which have to be in contact with one another at the time of casting) [b]Duration:[/b] 1 hour/level [b]Saving Throw:[/b] Will negates (harmless, object) [b]Spell Resistance:[/b] Yes (harmless, object) This spell functions like [i]weapon of the elements[/i], except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5). Alternatively, you can affect as many as fifty arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together (in the same quiver or other container). Projectiles, but not thrown weapons, lose their transmutation when used. (Treat shuriken as projectiles, rather than as thrown weapons, for the purpose of this spell.) [i]Arcane Material Component:[/i] Powdered lime and carbon. A bit of Copper (fire) or Sulfur (acid) or Fur (electricity) or a small tin bell (sonic) or a bit of cold iron (cold). OR [b]Mage’s Fire Spear[/b] [color=darkorange]Conjuration (Creation) [Fire][/color] [b]Level:[/b] Sor/Wiz 7 [b]Components:[/b] V, S, F [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Close [b]Effect:[/b] One shortspear [b]Duration:[/b] 1 round per level [b]Saving Throw:[/b] None [b]Spell Resistance:[/b] Yes This spell brings into being a magical flaming shortspear. The spear strikes at any opponent within its range, as you desire, starting in the round that you cast the spell. The spear attacks its designated target once each round on your turn. Its attack bonus is equal to your caster level + your Int bonus or your Cha bonus (for wizards or sorcerers, respectively) with an additional enhancement bonus of +1 per four caster levels (maximum +5). It deals 3d6 points of piercing damage plus an additional enhancement bonus of +1 per four caster levels (maximum +5), with a threat range of 20 and a critical multiplier of x3. Additionally, the spear deals 1d6 fire damage on a successful attack and an extra 2d10 points of fire damage on a successful critical hit. The spear always strikes from your direction. It does not get a bonus for flanking or help a combatant get one. If the spear goes beyond the spell range from you, if it goes out of your sight, or if you are not directing it, the spear returns to you and hovers. Each round after the first, you can use a standard action to switch the spear to a new target. If you do not, the spear continues to attack the previous round’s target. The spear cannot be attacked or harmed by physical attacks, but [i]dispel magic, disintegrate,[/i] a [i]sphere of annihilation,[/i] or a [i]rod of cancellation[/i] affects it. The spear’s AC is 10 + its enhancement bonus (10, +0 size bonus for Medium object, plus a deflection bonus equal to its enhancement bonus). If an attacked creature has spell resistance, the resistance is checked the first time [i]Mage’s fire spear[/i] strikes it. If the spear is successfully resisted, the spell is dispelled. If not, the spear has its normal full effect on that creature for the duration of the spell. [i]Focus:[/i] A miniature platinum spear with a spearhead of copper and zinc. It costs 250gp to construct. OR [b]Flaming Spear[/b] [color=darkorange]Conjuration (Creation) [Fire][/color] [b]Level:[/b] Sor/Wiz 2 [b]Components:[/b] V, S, M [b]Casting Time:[/b] 1 standard action [b]Range:[/b] Close [b]Effect:[/b] One spear of flame [b]Duration:[/b] Instantaneous [b]Saving Throw:[/b] None [b]Spell Resistance:[/b] No A magical spear of fire springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The spear deals 1d6 points of fire damage. For every three caster levels (to a maximum of 18th), the fire deals another 1d6 points of damage (maximum 6d6 at 18th). Material Component: Powdered bat guano. OR [b]Spear of Fire[/b] [color=darkorange]Evocation [Fire][/color] [b]Level:[/b] Sor/Wiz 2 [b]Components: [/b] V, S [b]Casting Time: [/b] 1 standard action [b]Range: [/b] Close [b]Effect: [/b] One or more spears [b]Duration: [/b] Instantaneous [b]Saving Throw: [/b] None [b]Spell Resistance: [/b] Yes You blast your enemies with fiery spears. You may fire one spear, plus one additional spear for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each spear requires a ranged touch attack to hit and deals 4d6 points of fire damage. The spears may be fired at the same or different targets, but all spears must be aimed at targets within 30 feet of each other and fired simultaneously. Hope this gives you some ideas. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Help with news spells
Top