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Molochi's Fireball

Cheiromancer

Adventurer
[edit: removed reference to "transmutation damage." Lowered damage cap. Added quirky material component. Added a class of immune creatures. Compare with Horrid Wilting. (8th level necromancy spell)]

Designed to bypass energy resistance. Comments welcome.

Molochi's Fireball
Transmutation
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Duration: Instantaneous
Area: 30 ft. radius burst
Saving Throw: Fort half
Spell Resistance: Yes

This ponderous spell detonates with a thunderous roar and a flash of magenta light. Everything within the area of effect receives 1d6 damage per 2 caster levels (max 15d6) as it is transformed into ashes, light, slag and/or smoke. Objects receive the benefit of their hardness. Incorporeal creatures and creatures immune to petrification or polymorph are immune to the spell. The spell's area of effect does not extend under or through water, and creatures composed of water (like water elementals) are also immune. All other creatures make a fortitude save for 1/2 damage.

The material component is a sprig of lavender.
 
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Transmutation Damage? I think that needs to be explained a little. Personally, I'd make it force damage as that is already a term in the system and people can understand it. Also, normally damage dice that go up one die per 2 levels has a lower cap (see searing light for an example). I'm pointing that out for game consistancy, personally, I have no problems with a spell that damage caps out at 50th caster level.
 


lol...

You could have them warp around a bit... their forms... softening per se. Personally, since it IS transmutation, it should be a all or nothing save.
 

Crothian said:
Transmutation Damage? I think that needs to be explained a little. Personally, I'd make it force damage as that is already a term in the system and people can understand it. Also, normally damage dice that go up one die per 2 levels has a lower cap (see searing light for an example). I'm pointing that out for game consistancy, personally, I have no problems with a spell that damage caps out at 50th caster level.

What kind of damage is horrid wilting? If it has no type, then neither does this. If it horrid wilting does necromantic damage, then this does transmutation damage.

I think it would be an evocation spell if it was force based, and would have a reflex save. I want it to not be one of the standard energy types, and I want it to have a Fort Save.

Searing light caps out according to the DMG guidelines; mine is a little too high. I should change it to max 15d6. I might also make it 5th level and drop the radius down to 20 feet.
 

Cheiromancer said:
I want it to have a Fort Save.

I can understand why. It would be a really badass spell if it had one. But, I don't know of any fireball-like spells (which this is) that allow a Fort save. Most are Reflex.
 

Made a few changes to the original spell.

An explanation for why it doesn't affect water creatures:

The spell transmutes the allied elements of air, fire and earth between their para-elemental and quasi-elemental neighbors.
The quasi-elements related to fire are light and ash- the para elements are magma (connecting to earth) and smoke (connected to air).

So creatures or objects which are a composite of fire, air and earth are "nudged" by the spell in the direction of light, ash, smoke and magma ("slag" in the spell description). Water is unaffected, but if there is even a little bit of another element in a watery mixture, it will be affected. Thus water elementals are immune, but oozes are still affected, no matter how "runny" they are.

Of course creatures without bodies have no elements to nudge. And creatures immune to petrification or polymorphing ( a stronger transmutation effect) are also protected from this spell.

Note that horrid wilting is a fireball-type spell with a fort save and no particular damage type, and a 30' spread. This one does considerably less damage, however. And you can cast horrid wilting on opponents engaged with your undead minions without worrying about destroying said minions, but parallel applications of molochi's fireball are lacking.
 

Cheiromancer said:
Note that horrid wilting is a fireball-type spell with a fort save and no particular damage type, and a 30' spread.

Good point, though it isn't a spread. It is very similar to your spell. I guess I'm just stuck on this whole "transmutation damage" thing (very unique concept). Other than that, looks like a good setup.
 

kreynolds said:


Good point, though it isn't a spread. It is very similar to your spell. I guess I'm just stuck on this whole "transmutation damage" thing (very unique concept). Other than that, looks like a good setup.

First, becasue it's a pet peeve, unique is an unmodifible word. Things are unique. Something cannot be more unique then something else. Sorry, just one of those things that happens when your the son of an English Teacher.

It is a very good concept, and I think the spell would benefit from more description.
 

Crothian said:
First, becasue it's a pet peeve, unique is an unmodifible word. Things are unique. Something cannot be more unique then something else. Sorry, just one of those things that happens when your the son of an English Teacher.

Wanna get spanked with a ruler? Keep it up.
sagrin.gif
 

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