Malunic Spellbook

scpna

First Post
I've been coming up with some spells, and I was wondering if anyone could give me ideas on how balanced they think these are. I'll start with the one that I think is the most interesting, Living Shock:

Living Shock
Evocation [Electricity]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: See text
Duration: 1 round/level (D)
Saving Throw: Reflex half
Spell Resistance: Yes

Living shock unleashes a sustained blast of electrical energy that you can direct to "hop" between targets. The blast is initially targetted at a single creature or object that it affects on the round of the casting. As a move-equivalent action, you may have the living shock target a new creature or object within 30 ft. of the present target.
Each round, the shock deals 1d8 points of electricity damage per 2 caster levels (max 5d8) to its present target. The target gets a Reflex save for half damage each time the living shock affects it. The caster must also overcome the spell resistance of the target on the first round that the spell affects it. Once the SR of a creature has been overcome once, that creature has no chance to resist the living shock spell on later rounds. If a target's resistance does defeat the spell, then the living shock has no chance to affect that target and must be assigned a new target on the following round or end
If the present target of the living shock is killed or destroyed, then the spell must be given a new target on the next round or end. The living shock also ends immediately if it is assigned to target a creature outside of medium range from the caster or if its present target moves outside of that range.

Material component: A quartz.


I think this spell is about balanced because while it lasts multiple rounds, it deals half of fireball's damage and only affects one creature per round. The one thing that makes me think it might be a little powerful is that the spelluser can be casting additional spells while also manipulating the Living Shock.

Any feedback would be appreciated.
 

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I think it would be more accurate to compare it to flaming sphere

Flaming Sphere
Evocation [Fire]
Level: Drd 2, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 5-ft.-diameter sphere
Duration: 1 round/level
Saving Throw: Reflex negates
Spell Resistance: Yes

A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 2d6 points of fire damage to that creature, though a successful Reflex save negates that damage. A flaming sphere rolls over barriers less than 4 feet tall. It ignites flammable substances it touches and illuminates the same area as a torch would.

The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and burns. It can be extinguished by any means that would put out a normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push aside unwilling creatures or batter down large obstacles.

A flaming sphere winks out if it exceeds the spell’s range.

Arcane Material Component: A bit of tallow, a pinch of brimstone, and a dusting of powdered iron.

Mechanically they are very similar, except that the living shock does up to 5d6 damage (reflex half) instead of 2d6 (reflex negates). Since it is 1 level higher it should be better, but not that much better. Maybe 3d6 (reflex half)?
 

I think the spell is wholly balanced, but there are one or two chagnes I would make. One: If the spell does not overcome the spell resistance of the target, it ends...immediately. No redirect or anything like that. Two: The speel can stand in one spot without a target without ending. Other than that, I think it isnice and balanced.
 

Thanks for the responses.
Cheiromancer, I actually got the inspiration for this spell from Flaming Sphere. Other changes in the spell, in addition to being a level higher, in my mind justify the increased damage potential. Unlike Flaming Sphere, Living Shock is uncapable of being used to block a passage and requires a target at all times. Also, I was comparing to fireball because that is considered to be about as good as a level 3 spell should be.
RisnDevil, I would consider making the changes other than the fact that I see the need for a target to be a balancing issue. I think that if it could be used as an improptu wall then it would become slightly too powerful for 3rd level.

I hope to post a second spell sometime later today.
 

Okay, here is the next spell. This one came to me when I was thinking of spells a dwarven wizard might create. Once again any thoughts on balance and/or other ideas for spells are always welcome.

Thundermaul
Evocation [Electricity, Sonic]
Level: Sor/Wiz 5
Components: V, S, F
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft. radius spread (see below)
Duration: Instantaneous
Saving Throw: Reflex half, Foritude partial (see text)
Spell Resistance: Yes

Thundermaul generates a concentrated blast of electricity that causes a thunderous roar. The spell is targetted at a point the caster can see. All creatures and objects within 5 ft. of the target point take 1d6 points of electricity damage per caster level (max 15d6) with a Reflex save for half damage.
In addition, all creatures and objects within 20 ft. of the target point, including those that were affected by the electrical damage, must succeed at a Fortitude save or be affected by the sonic blast. Creatures that are affected take 2d6 points of sonic damage, are stunned for 1 round, and are deafened for 2d6 rounds. Objects that fail the save take 2d6 points of sonic damage.

Focus: A silver warhammer
 

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