Looking for input on a new spell-

MacMathan

Adventurer
Supporter
One of my players is wanting to research a spell that temporarily negates all of or some portion of a targets energy immunities.

I was thinking that I would allow something like:

Energy Immune creatures effected by the spell (Fort Save?) would take 50% damage from one element(chosen by the caster) for 1/min per caster level.

I am not sure what level/school such a spell should be either.

Ideas, Comments?
 

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I would say, Abjuration or Transmutation.

Level... hmm, hard to say, but seems rather powerful, especially because damage reduction (ala Protection from Elements) could end up being actually better than total immunity that way (maybe half those, too?). I would say, 4th lvl. But that's just a guess right off the hat.
 

Actually I have already allowed him a 2nd level spell that reduced energy resistance a certain amount but does not effect immunities, so now he is looking for a big brother to that spell so he can effect the energy immune.
 

I'm thinking this spell should be Abjuration -- more in the nature of "Dispel" IMO.


On the point of protection from elements, I'd say just make sure that the spell affects only racial resistance and immunities; it negates resistances for its duration, and forces the creature to take 1/2 damage from effects it would normally be immune to. If a creature has spellcasting abilities, it can always attempt to resort to protection spells, and I don't think this spell should penalize creatures using magical means like these. The rules already cover countering protection spells -- counter or dispel them.

If you're letting the reduction spell fall at 2nd level (I'd actually place it around 3rd, so it's in the same level as protection from elements), then I'd place it's next cousin at 4th in your campaign (and 5th in mine). I'd then create a spell at 6th (7th for me) that strips one racial immunity completely for its duration. Finally, if feeling magnanimous, I might do an 8th/9th level spell that stripped all resistances and immunities for a very limited duration.
 

Fight fire with fire

It's going to be really strange seeing a fire elemental drop under a fireball. You might want to consider making natural immunities like that be unaffected by the spell. As for the spell itself, consider the following.

Weaken vs. Element
Level: Clr 3, Drd 3, Rgr 2, Sor/Wiz 3
Comp: V, S, DF
Casting Time: 1 action
Range: Close
Duration: 10 minutes/level or until discharged
Save: Will Negates
SR: Yes

Weaken vs. Element grants temporary vulnerability to a particular energy type. The subject of the spell takes 6 points of damage per caster level of the specified elemental type if they have immunity to that type. The spell ends once the subject has sustained this amount of damage from that element type or duration expires. If cast on a creature with endure elements, protection from element, or resist element already active, these spells are immediately dispelled from the creature, but this spell has no other effect beyond the dispelling.

This is basically just an inverted protection from elements spell. The 6 points instead of 12 is to reflect the 50% damage.
 

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