My Villain's Spells

Merlion

First Post
Here I am going to post some spells I am creating for the wizard villain of the campaign I hope to run soon. He's an Evoker13/Arch 1, with all the Unearthed Arcana Evoker abilities.

I've got two so far, and will be posting more. Tell me what you think.


Nephren’s Hellfire
Evocation (Fire)
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: 60 feet
Area: Cone Shaped Burst
Duration: Instantaneous
Saving Throw: See Text
Spell Resistance: Yes

This spell creates a blast of eldritch flames that sears deep into both the body and mind of the subjects. The spell deals 1d6 fire damage per level (max 15d6). A Reflex save reduces this damage by half.
Additionally, all creatures in the area must make a Will save or suffer 1d4+1 points of Charisma, Intelligence and Wisdom damage.


Nephren’s Immolation
Evocation (Fire)
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft +10 ft/level)
Target: One Creature
Duration: 1 round/level
Saving Throw: See Text
Spell Resistance: Yes

This spell causes the target to burst into flames, dealing 1d4 damage +1 per 2 caster levels (max +10) each round. Every round the target may make a Reflex save to negate that rounds damage. If the target makes three consecutive successful saves, the spell ends.
Additionally, the target must make a Fortitude save on the first round of the spell, or be fatigued for the duration of the spell.
 

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Looks good The first seem balance the only thing I would worry about is the flavour of damage and mental damage, on the second, I like it as well but the amount of times that the saves will be made 3 times in a row may be to high at later levels for it to be level 5. Maybe make the max (bonus) damage lower, say +5 but that means it only changes between levels 9 and 10. Also have you thought about having it effect more then one target.
 

Looks good The first seem balance the only thing I would worry about is the flavour of damage and mental damage,

I toyed with the idea of giving it the [Evil] descriptor.



like it as well but the amount of times that the saves will be made 3 times in a row may be to high at later levels for it to be level 5. Maybe make the max (bonus) damage lower, say +5 but that means it only changes between levels 9 and 10. Also have you thought about having it effect more then one target.

heres a bit of a revision of Immolation, and another new one



Nephren’s Immolation
Evocation (Fire)
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft +10 ft/level)
Target: One Creature
Duration: 1 round/level
Saving Throw: See Text
Spell Resistance: Yes

This spell causes the target to burst into flames, dealing 1d4 damage +1 per 2 caster levels (max +10) each round. Each round, the target may take a standard action to make a Reflex save to extinguish the flames and take no damage, but they immediately reignite the next and must take another standard action and succeed at a Reflex save to avoid damage.
Additionally, the first time the target fails a Reflex save and takes damage, they must make a Fortitude save, or become fatigued for the duration of the spell.
Once the target has made three successful Reflex saves, the spell ends.



Nephren’s Shocking Blast
Evocation (Electricity)
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft +10 ft/level)
Area: 20 radius spread
Duration: Instantaneous
Saving Throw: See Text
Spell Resistance: Yes

When you cast this spell a ball of scintillating lightning blasts from your hand and explodes at the point you chose into a great crackling burst of electricity.
All creatures in the area take 1d4 electricity damage per caster level (max 10d4) and are stunned for 1 round per five total caster levels. A Reflex save reduces the damage by half, and negates the stun.
 

I would lower the level on shocking blast, it does less damage then fire ball but does stun. Something about Neph's immolation (Still) doesn't seem to fit :\ .

What about continued 'non-lethal' damage if it gets put out? Burns hurt but not kill? Why not have a lower level spell simply ignite clothing, 1d4 rounds, with no duration. If you can put it out you do otherwise you burn. Sound evil? :]
 

I would lower the level on shocking blast, it does less damage then fire ball but does stun

Its interesting you say this, since everyone else nearly thats seen it thinks its overpowered because its a multiround stun.

It only does a bit less damage than Fireball, and stun is a pretty powerful effect. I am probably going to make it a straight 1d3 round stun, with a seperate Fort save.



What about continued 'non-lethal' damage if it gets put out? Burns hurt but not kill? Why not have a lower level spell simply ignite clothing, 1d4 rounds, with no duration. If you can put it out you do otherwise you burn. Sound evil?

The idea is that the spell maintains the fire. You can put it out, but as long as the magic of the spell continues, you catch back on fire again.
 

Hellfire: I have to root for the name. Aside from that, I like the idea of the spell, but I almost think it should damage physical abilities (Str and Con) rather than the mental ones. Even better, it could deal 1d4 temporary negative levels, or whatever floats your boat (1d4 is my random candidate). That would make it a pretty sweet lich spell.

Immolation: It sounds a tad wimpy to me. I think that in many parties, the victim would willingly bite the 10 damage per round until somebody finds an excuse to cast dispel magic (or quench). The fatigue is a weird addition. I would junk the fatigue, up the damage to 2d6 + L (caster level) per round, run the spell for L/2 rounds, and not give the subject the chance to shake the spell with saves. It is a neat idea for a spell. I think your version as written is probably 4th level material, or even 3rd (compare it to a fireball, which deals one quarter or one half of this spell's total cumulative possible damage to multiple targets up front).

Shocking Burst: I love the idea for this spell. I think it stacks up pretty well at 4th level; it's tougher than the unique cleric domain spells like order's wrath. I would leave the level dependence on the rounds of stun, but make it a double save spell like you say--Reflex save to start with, and then a Fortitude save for everyone who took any electrical damage to avoid stun. That way, the rogues (with evasion) still get off scot-free, while the fighters and clerics have a decent chance to at least not be stunned, and the wizards and sorcs are still out of luck. Making it all Reflex tanks three-quarters of your schmuck normal party, which is a little steep for a 4th level spell. If this spell were in general circulation I would expect it would go on most sorcerer's lists right after phantasmal killer, or even right before.
 



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