Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
MY BRAND NEW SPELL!!! (opinions required...)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Jimlock" data-source="post: 5564887" data-attributes="member: 6674931"><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: Brd 3, Sor/Wiz 2 (or 3)</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. <span style="color: DarkOrange">Unlike a normal <em>emanation</em> and much like a <em>spread</em>, the infrasonic/ultrasonic waves affect creatures with total cover as long as they are otherwise exposed and inside the area of effect. The spell penetrates liquids and barriers (in form of micro-vibrations), but 1-foot of stone, 1 inch of common metal and 3 feet of wood or dirt blocks it.</span></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 effect (re-entering the area requires a new saving throw).</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>, <em><strong>Tremorsense</strong></em> and <strong><em>Scent</em></strong>, 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 [<em>(Ex)</em>, <em>(Su)</em>, <em>(Sp)</em>], or actual spells). Creatures relying solely on the above mentoned special abilities are effectively <em><strong>blinded</strong></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 with the above-mentioned sensory abilities not by blocking input, but by providing so much information so that they cannot discern differentiations in the environment affected by the spell. Such a creature outside the spell's area of effect 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><strong>blinded</strong></em>, being only deprived of their special 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></p><p>...ok, i fixed the emanation stuff, i think it makes more sense now. Greenfield? the-jster?</p><p></p><p>...i changed a few words in the spell's fluff (nothing important)</p><p></p><p>...i added the: "<u>(re-entering the area requires a new saving throw)</u>" for the -1 penalty</p><p></p><p>...i included the Bard as Greenfield correctly pointed out, however i'm not really sure of the level...(Perhaps 2nd?)</p><p></p><p>...i haven't made up my mind on the level yet (Sor/Wiz)</p><p></p><p>...i'm not sure if the "<u>The -1 penalty affects also all creatures with one or more of the above-mentioned abilities (Fortitude save required)</u>", because in case the creature is blinded as well (for not having other senses) this is perhaps too much... ??</p><p></p><p>...i'd probably have to cap/change the <u>10ft./3 levels radius</u>... by 12 lvl that's a 40ft. radius allready... but i don't really know how to evaluate that... is it too much??</p><p>Perhaps a cap at 40 or 50ft.?</p></blockquote><p></p>
[QUOTE="Jimlock, post: 5564887, member: 6674931"] [COLOR="Olive"][SIZE="3"](Dilreen’s) Disorientation [/SIZE] Evocation (Sonic) Level: Brd 3, Sor/Wiz 2 (or 3) 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. [COLOR="DarkOrange"]Unlike a normal [I]emanation[/I] and much like a [I]spread[/I], the infrasonic/ultrasonic waves affect creatures with total cover as long as they are otherwise exposed and inside the area of effect. The spell penetrates liquids and barriers (in form of micro-vibrations), but 1-foot of stone, 1 inch of common metal and 3 feet of wood or dirt blocks it.[/COLOR] 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 effect (re-entering the area requires a new saving throw). 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], [I][B]Tremorsense[/B][/I] and [B][I]Scent[/I][/B], 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 [[I](Ex)[/I], [I](Su)[/I], [I](Sp)[/I]], or actual spells). Creatures relying solely on the above mentoned special abilities are effectively [I][B]blinded[/B][/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 with the above-mentioned sensory abilities not by blocking input, but by providing so much information so that they cannot discern differentiations in the environment affected by the spell. Such a creature outside the spell's area of effect 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][B]blinded[/B][/I], being only deprived of their special 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.[/COLOR] ...ok, i fixed the emanation stuff, i think it makes more sense now. Greenfield? the-jster? ...i changed a few words in the spell's fluff (nothing important) ...i added the: "[U](re-entering the area requires a new saving throw)[/U]" for the -1 penalty ...i included the Bard as Greenfield correctly pointed out, however i'm not really sure of the level...(Perhaps 2nd?) ...i haven't made up my mind on the level yet (Sor/Wiz) ...i'm not sure if the "[U]The -1 penalty affects also all creatures with one or more of the above-mentioned abilities (Fortitude save required)[/U]", because in case the creature is blinded as well (for not having other senses) this is perhaps too much... ?? ...i'd probably have to cap/change the [U]10ft./3 levels radius[/U]... by 12 lvl that's a 40ft. radius allready... but i don't really know how to evaluate that... is it too much?? Perhaps a cap at 40 or 50ft.? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
MY BRAND NEW SPELL!!! (opinions required...)
Top