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MY BRAND NEW SPELL!!! (opinions required...)
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<blockquote data-quote="Jimlock" data-source="post: 5562411" data-attributes="member: 6674931"><p>ok...its been a few days i 've been thinking about this new spell...</p><p>...now its ready... </p><p>...tell me what you think...</p><p>Is it broken? </p><p>is the Level ok? </p><p>does it make sense? etc... etc...</p><p></p><p><span style="color: Olive"><span style="font-size: 12px">(Dilreen’s) Disorientation </span></span></p><p><span style="color: Olive">Evocation (Sonic)</span></p><p><span style="color: Olive">Level: Sor/Wiz 2 (3rd?)</span></p><p><span style="color: Olive">Components: S,M</span></p><p><span style="color: Olive">Casting Time: 1 standard action</span></p><p><span style="color: Olive">Range: Close (25 ft. + 5 ft./2levels)</span></p><p><span style="color: Olive">Target: A 10-ft./3 levels radius emanation centered on a creature, object, or point in space; see text</span></p><p><span style="color: Olive">Duration: 1 minute/level (D)</span></p><p><span style="color: Olive"> Saving throw: Will negates or none (object), Fortitude negates; see text</span></p><p><span style="color: Olive"> Spell Resistance: Yes or no (object)</span></p><p><span style="color: Olive"></span></p><p><span style="color: Olive">You evoke magical infrasonic/ultrasonic waves that emanate from the point of origin and permeate throughout the entire area of effect of the spell. Unlike a normal emanation, the infrasonic/ultrasonic waves ignore any sort of cover, for they pass through solid or liquid matter in form of micro-vibrations no mater the material or its thickness. </span></p><p><span style="color: Olive">Regarding ordinary (humanlike) senses, the waves are invisible to normal vision, undetectable to touch when traveling through matter, and almost completely silent to hearing, except for a high-pitched noise in the ears of the subjects found in the area of effect (as if their ears were ringing). As far as ordinary smell is concerned, the magical waves produce the strong odor of sulfur used in the casting of the spell, which is intense enough so as to be automatically detectable within the area of effect, but nonexistent beyond that range.</span></p><p><span style="color: Olive">Due to the piercing high-pitched noise and the nauseating odor of sulfur, all creatures able to hear and/or smell normally (humanlike senses), must succeed on a Fortitude save or suffer a -1 penalty on attack rolls, skill checks, and ability checks while in the area of the spell.</span></p><p><span style="color: Olive">In addition to the above minor effect, special sensory abilities (dependant on echolocation, keen hearing, sensitivity to vibrations, acute scent) such as <em><strong>Blindsight</strong></em>, <strong><em>Blindsense</em></strong>, <strong><em>Tremorsense</em></strong> and <em><strong>Scent</strong></em>, are completely disabled (no saving throw required) within the confines of the spell’s area of effect (No mater if they derive from innate special abilities, (Ex), (Su), (Sp), or actual spells). Creatures relying solely on the above mentoned special abilities are effectively <em>blinded</em> (Just as a human relying solely on his vision would be, if found in an area of complete light). In opposition to complete darkness and much like a blinding light, the waves affect creatures rigged with the above-mentioned sensory abilities not due to lack of input, but because the information is so much around them that they cannot discern any sort of differentiation in the environment affected by the spell. Such a creature outside of the spells area and whose abilities can reach the affected space, perceives a sphere abundant of information (just as a human looks upon a sphere of complete white light). These sort of special sensory abilities permit creatures (provided they are outside the spell’s area of effect) to detect everything else normally beyond the spell’s area, be that even behind the magical sphere (without line of sight), provided the abilities can cover the distance. Creatures caught in the spell that do not rely solely on the above-mentioned abilities can use ordinary (humanlike) senses normally, are not <em>blinded</em>, being only deprived of their extraordinary senses. The -1 penalty affects also all creatures with one or more of the above-mentioned abilities (Fortitude save required).</span></p><p><span style="color: Olive">The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use spell resistance, if any.</span></p><p><span style="color: Olive">Material Component: A pinch of dust comprised of sulfur, hair from a bat’s ear, a spider’s leg and a rat’s nostrils spread in the air.</span></p><p><span style="color: Olive"></span></p><p><span style="color: Olive"></span></p><p><span style="color: Olive"></span></p><p><span style="color: Olive">Medieval World/Magic -Vs- Science</span></p><p><span style="color: Olive"></span></p><p><span style="color: Olive">In a medieval world there is absolutely no understanding of infrasound, ultrasound, micro vibrations, frequencies (Hz) etc. Magic and magical research is not related in anyway to actual scientific research although it abides greatly to logic. Magic has the ability to bypass the rules of a world that is much like our own with the exception of magic itself.</span></p><p><span style="color: Olive">Therefore the research of a spell such as Dilreen’s Disorientation does not incorporate any sort of scientific understanding of how these special sensory abilities work in the game’s world. A wizard involved in such a research would experiment with bats (echolocation), spiders (tremorsense), rats (acute scent), and with various body parts of these creatures (ears, nostrils, wings, legs etc.) in order to find a magical way of impending such creatures from sensing the world around them. It is only logical to assume (and simple to figure out with simplistic experiments) that such creatures do not use vision (only) or hearing as humanoid creatures do. And since they are not magical beasts, it is again logical to assume that there are other senses in play. Consequently, the wizard may come up with a magical solution for “blinding” related creatures and stripping them off of their extraordinary senses, but he would not achieve it through actual (scientific) understanding of such senses. The wizard achieves such a “magical” invention, the same way a wizard “invented” invisibility, blind, shatter, silence, or some other illusion spell, without any understanding of optics, chromatics, frequencies, the anatomy of the eye, holography etc. </span></p><p><span style="color: Olive">However, spells might as well have very logical explanations as to how they work. Therefore, Dilreen’s Disorientation does create infrasonic and ultrasonic waves (no mater if they are magical, or magically created) that impede such extraordinary senses, without the wizard knowing how it actually works on a scientific level (just like the wizard does not comprehend the effects of high voltage on a molecular level, but simply knows that electricity can harm certain beings and materials).</span></p></blockquote><p></p>
[QUOTE="Jimlock, post: 5562411, member: 6674931"] ok...its been a few days i 've been thinking about this new spell... ...now its ready... ...tell me what you think... Is it broken? is the Level ok? does it make sense? etc... etc... [COLOR="Olive"][SIZE="3"](Dilreen’s) Disorientation [/SIZE] Evocation (Sonic) Level: Sor/Wiz 2 (3rd?) Components: S,M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2levels) Target: A 10-ft./3 levels radius emanation centered on a creature, object, or point in space; see text Duration: 1 minute/level (D) Saving throw: Will negates or none (object), Fortitude negates; see text Spell Resistance: Yes or no (object) You evoke magical infrasonic/ultrasonic waves that emanate from the point of origin and permeate throughout the entire area of effect of the spell. Unlike a normal emanation, the infrasonic/ultrasonic waves ignore any sort of cover, for they pass through solid or liquid matter in form of micro-vibrations no mater the material or its thickness. Regarding ordinary (humanlike) senses, the waves are invisible to normal vision, undetectable to touch when traveling through matter, and almost completely silent to hearing, except for a high-pitched noise in the ears of the subjects found in the area of effect (as if their ears were ringing). As far as ordinary smell is concerned, the magical waves produce the strong odor of sulfur used in the casting of the spell, which is intense enough so as to be automatically detectable within the area of effect, but nonexistent beyond that range. Due to the piercing high-pitched noise and the nauseating odor of sulfur, all creatures able to hear and/or smell normally (humanlike senses), must succeed on a Fortitude save or suffer a -1 penalty on attack rolls, skill checks, and ability checks while in the area of the spell. In addition to the above minor effect, special sensory abilities (dependant on echolocation, keen hearing, sensitivity to vibrations, acute scent) such as [I][B]Blindsight[/B][/I], [B][I]Blindsense[/I][/B], [B][I]Tremorsense[/I][/B] and [I][B]Scent[/B][/I], are completely disabled (no saving throw required) within the confines of the spell’s area of effect (No mater if they derive from innate special abilities, (Ex), (Su), (Sp), or actual spells). Creatures relying solely on the above mentoned special abilities are effectively [I]blinded[/I] (Just as a human relying solely on his vision would be, if found in an area of complete light). In opposition to complete darkness and much like a blinding light, the waves affect creatures rigged with the above-mentioned sensory abilities not due to lack of input, but because the information is so much around them that they cannot discern any sort of differentiation in the environment affected by the spell. Such a creature outside of the spells area and whose abilities can reach the affected space, perceives a sphere abundant of information (just as a human looks upon a sphere of complete white light). These sort of special sensory abilities permit creatures (provided they are outside the spell’s area of effect) to detect everything else normally beyond the spell’s area, be that even behind the magical sphere (without line of sight), provided the abilities can cover the distance. Creatures caught in the spell that do not rely solely on the above-mentioned abilities can use ordinary (humanlike) senses normally, are not [I]blinded[/I], being only deprived of their extraordinary senses. The -1 penalty affects also all creatures with one or more of the above-mentioned abilities (Fortitude save required). The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use spell resistance, if any. Material Component: A pinch of dust comprised of sulfur, hair from a bat’s ear, a spider’s leg and a rat’s nostrils spread in the air. Medieval World/Magic -Vs- Science In a medieval world there is absolutely no understanding of infrasound, ultrasound, micro vibrations, frequencies (Hz) etc. Magic and magical research is not related in anyway to actual scientific research although it abides greatly to logic. Magic has the ability to bypass the rules of a world that is much like our own with the exception of magic itself. Therefore the research of a spell such as Dilreen’s Disorientation does not incorporate any sort of scientific understanding of how these special sensory abilities work in the game’s world. A wizard involved in such a research would experiment with bats (echolocation), spiders (tremorsense), rats (acute scent), and with various body parts of these creatures (ears, nostrils, wings, legs etc.) in order to find a magical way of impending such creatures from sensing the world around them. It is only logical to assume (and simple to figure out with simplistic experiments) that such creatures do not use vision (only) or hearing as humanoid creatures do. And since they are not magical beasts, it is again logical to assume that there are other senses in play. Consequently, the wizard may come up with a magical solution for “blinding” related creatures and stripping them off of their extraordinary senses, but he would not achieve it through actual (scientific) understanding of such senses. The wizard achieves such a “magical” invention, the same way a wizard “invented” invisibility, blind, shatter, silence, or some other illusion spell, without any understanding of optics, chromatics, frequencies, the anatomy of the eye, holography etc. However, spells might as well have very logical explanations as to how they work. Therefore, Dilreen’s Disorientation does create infrasonic and ultrasonic waves (no mater if they are magical, or magically created) that impede such extraordinary senses, without the wizard knowing how it actually works on a scientific level (just like the wizard does not comprehend the effects of high voltage on a molecular level, but simply knows that electricity can harm certain beings and materials).[/COLOR] [/QUOTE]
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