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Homebrewed spells, monsters and PrCs [Updated 9 okt: Some new spells and one monster]
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<blockquote data-quote="Destil" data-source="post: 3108177" data-attributes="member: 1980"><p>I've pretty much given up on the whole Sonic is better than Acid is better than Electric is better than Cold is better than Fire argument these days, too much of a headache to deal with (why is Protection from Sonic the same level as Protection from Fire, then?). The only issue I had with Charge is the choice at casting of subdual or not. Get rid of that and I'm very happy with it.</p><p></p><p>Synaptic Shock - The thing with being stunned is that you drop anything you're holding. This makes it a pretty potent effect to happen over and over (you save once and all you can do is pick back up your sword and swing once, then hope you don't get stunned again). For a 4th level spell dazed may be a bit more balanced. 5th stunned would be fine.</p><p></p><p>Untiring Nourishment - Grab the template of Attune Form and improve the benefits. It's a fine spell, but you either need to make it largely DM's judgment what it affects or spell it out a little better, depending on your DMing style.</p><p></p><p>Powerful Discharge - Yeah. High level energy spells are just gimped in some regards, just the way the system works... Mabye 1d6 electrical damage / level + 10d6 damage from raw ionization that isn't subject to energy immunity or resistance? Sort of a Wizard's <em>flame strike</em>.</p><p></p><p>Violent Repulsion - Actually, dimension door does a fine job of this at the same level. I just think it's a neat spell. Freedom of Motion preventing grappling is just absurd, one of the most rules-lawyering changes in 3.5 IMHO (I think I have it house ruled to a +10 bonus to escape artist checks).</p><p></p><p>Spellcell - The balancing factor on AM field is that it makes a high level wizard useless and leaves them defenseless. AM field at range is a really powerful ability (I had a wizard put it into a spell storing Ioun Stone for the party's fighter once... I still remember the look on their faces when he activated it and the ioun stone fell to the ground....).</p><p></p><p>If thought shield were personal I wouldn't worry about the max bonus. I'm more worried about a high level wizard giving all his Fighter pals +15 deflection bonuses to AC for 20 hours.</p><p></p><p>For refrence here's what I came up with for a spell very similar to your Eye (repeated prismatic effect with a 6th level spell on a touch attack) a long time ago:</p><p>PRISMATIC MISSILES</p><p>Conjuration / Evocation</p><p>Level: Sor/Wiz 6</p><p>Components: V, S</p><p>Casting Time: One Action</p><p>Range: Close (25 feet + 5 feet / 2 levels)</p><p>Effect: 1 missile of light / 2 caster levels (maximum of 7 missiles)</p><p>Duration: 1 round + 1 round / 2 levels</p><p>Saving Throw: See text</p><p>Spell Resistance: Yes</p><p> This spell creates a series of shimmering missiles which the caster can use in sequence, for the duration of the spell the caster can fire one missile as a standard action each round. Casting this spell includes an attack with the red missile during the 1st round.</p><p> Each missile is a touch attack (energy missile) that can be used against at any target within range. When a missile hits it explodes in a flare of colored light, affecting the target as indicated below (while reflex saves for the first three attacks may seem odd in addition to touch rolls, the actual impact of the missiles does no damage, it simply triggers a flare of energy). Additionally any creature struck with 4 HD or less are blinded automatically (see Blindness/Defenses) for 1d4 minutes. The caster uses the missiles in the following order : red, orange, yellow, green, blue, indigo and finally violet.</p><p> In addition to the standard counter-spelling mechanics for this spell one can counter the individual missiles. This works like counterspelling, however rather than use the same spell or a dispel you must use the proper 'negated by' spell depending on the color of the missile. You need make no spell craft check for this once you've initially identified this spell. So during the first round if you had readied yourself to counter spell and properly identified this spell you could either counterspell it with prismatic missiles or a dispel (fully countering the spell, if successful) or with Cone of Cold (countering just the initial red missile). You need only properly identify the spell with a spellcraft check once, if you have already identified the spell you can counter a missile without a second roll.</p><p>[code]</p><p>Order Color Effect Dispeled By</p><p>1 Red 20 points fire damage (Reflex half) Cone of Cold</p><p>2 Orange 40 points acid damage (Reflex half) Gust of Wind</p><p>3 Yellow 80 points electricity damage (Reflex half) Disintegrate</p><p>4 Green Poison 6d6 temporary Con damage (Fortitude partial: 1d6 temporary Con) Passwall</p><p>5 Blue Turned to stone (Fortitude negates) Magic Missile</p><p>6 Indigo Insane, as insanity spell (Will negates) Daylight</p><p>7 Violet Sent to another plane (Will negates) Dispel Magic[/code]</p></blockquote><p></p>
[QUOTE="Destil, post: 3108177, member: 1980"] I've pretty much given up on the whole Sonic is better than Acid is better than Electric is better than Cold is better than Fire argument these days, too much of a headache to deal with (why is Protection from Sonic the same level as Protection from Fire, then?). The only issue I had with Charge is the choice at casting of subdual or not. Get rid of that and I'm very happy with it. Synaptic Shock - The thing with being stunned is that you drop anything you're holding. This makes it a pretty potent effect to happen over and over (you save once and all you can do is pick back up your sword and swing once, then hope you don't get stunned again). For a 4th level spell dazed may be a bit more balanced. 5th stunned would be fine. Untiring Nourishment - Grab the template of Attune Form and improve the benefits. It's a fine spell, but you either need to make it largely DM's judgment what it affects or spell it out a little better, depending on your DMing style. Powerful Discharge - Yeah. High level energy spells are just gimped in some regards, just the way the system works... Mabye 1d6 electrical damage / level + 10d6 damage from raw ionization that isn't subject to energy immunity or resistance? Sort of a Wizard's [i]flame strike[/i]. Violent Repulsion - Actually, dimension door does a fine job of this at the same level. I just think it's a neat spell. Freedom of Motion preventing grappling is just absurd, one of the most rules-lawyering changes in 3.5 IMHO (I think I have it house ruled to a +10 bonus to escape artist checks). Spellcell - The balancing factor on AM field is that it makes a high level wizard useless and leaves them defenseless. AM field at range is a really powerful ability (I had a wizard put it into a spell storing Ioun Stone for the party's fighter once... I still remember the look on their faces when he activated it and the ioun stone fell to the ground....). If thought shield were personal I wouldn't worry about the max bonus. I'm more worried about a high level wizard giving all his Fighter pals +15 deflection bonuses to AC for 20 hours. For refrence here's what I came up with for a spell very similar to your Eye (repeated prismatic effect with a 6th level spell on a touch attack) a long time ago: PRISMATIC MISSILES Conjuration / Evocation Level: Sor/Wiz 6 Components: V, S Casting Time: One Action Range: Close (25 feet + 5 feet / 2 levels) Effect: 1 missile of light / 2 caster levels (maximum of 7 missiles) Duration: 1 round + 1 round / 2 levels Saving Throw: See text Spell Resistance: Yes This spell creates a series of shimmering missiles which the caster can use in sequence, for the duration of the spell the caster can fire one missile as a standard action each round. Casting this spell includes an attack with the red missile during the 1st round. Each missile is a touch attack (energy missile) that can be used against at any target within range. When a missile hits it explodes in a flare of colored light, affecting the target as indicated below (while reflex saves for the first three attacks may seem odd in addition to touch rolls, the actual impact of the missiles does no damage, it simply triggers a flare of energy). Additionally any creature struck with 4 HD or less are blinded automatically (see Blindness/Defenses) for 1d4 minutes. The caster uses the missiles in the following order : red, orange, yellow, green, blue, indigo and finally violet. In addition to the standard counter-spelling mechanics for this spell one can counter the individual missiles. This works like counterspelling, however rather than use the same spell or a dispel you must use the proper 'negated by' spell depending on the color of the missile. You need make no spell craft check for this once you've initially identified this spell. So during the first round if you had readied yourself to counter spell and properly identified this spell you could either counterspell it with prismatic missiles or a dispel (fully countering the spell, if successful) or with Cone of Cold (countering just the initial red missile). You need only properly identify the spell with a spellcraft check once, if you have already identified the spell you can counter a missile without a second roll. [code] Order Color Effect Dispeled By 1 Red 20 points fire damage (Reflex half) Cone of Cold 2 Orange 40 points acid damage (Reflex half) Gust of Wind 3 Yellow 80 points electricity damage (Reflex half) Disintegrate 4 Green Poison 6d6 temporary Con damage (Fortitude partial: 1d6 temporary Con) Passwall 5 Blue Turned to stone (Fortitude negates) Magic Missile 6 Indigo Insane, as insanity spell (Will negates) Daylight 7 Violet Sent to another plane (Will negates) Dispel Magic[/code] [/QUOTE]
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