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Need DM help - 2 Player Created Spells
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<blockquote data-quote="Bladestump" data-source="post: 915660" data-attributes="member: 12207"><p>Howdy All,</p><p></p><p>One of my players, a halfling wizard goes by the name of Usually Innerbush, or Ully for short, has come up with a couple spells he wants to research and create. I was hoping some of you could take a look at them and let me know if you think they are balanced and appropriate. I run a high-magic campaign so I like to give alot of leeway, but I dont want to introduce anything that throws off game balance.</p><p></p><p>Here they are:</p><p></p><p>Ully’s Wizard Glyph</p><p>Abjuration</p><p>Level: Wizard 3</p><p>Components: V, S, M</p><p>Casting Time: 10 minutes</p><p>Range: Touch</p><p>Target or Area: Object touched or up to 5 sq. ft./level</p><p>Duration: Until discharged</p><p>Saving Throw: See text</p><p>Spell Resistance: Yes (object)</p><p></p><p>This powerful inscription harms those who enter, pass, or open the warded area or object. A glyph can guard a bridge or</p><p>passage, ward a portal, trap a chest or box, placed on a weapon and so on.</p><p></p><p>The character set the conditions of the ward. The glyph can be activated (or deactivated) by a password if desired. The glyph can be set to only activate when a creature of a particular race or alignment come in contact with the glyph, etc.</p><p></p><p>When casting the spell, the character weaves a tracery of faintly glowing lines around the warding sigil. The glyph can be placed to conform to any shape up to the limitations of the character's total square footage. When the spell is completed, the glyph and tracery become nearly invisible.</p><p></p><p>The glyph has two modes, damage or immobilize. Damage mode causes 1d8 damage per two levels of the caster; target can save for ½ damage. Immobilize mode causes the target to become encased in an amber field (as in the Sepia Snake Sigel spell) for 1 day per level of the caster. A successful save causes the target to be stunned for 1 round per level of caster.</p><p></p><p>The second...</p><p></p><p>Ully’s Malevolent Missile of Magic</p><p>Evocation [Force] </p><p>Level: Wiz 2 </p><p>Components: V, S </p><p>Casting Time: 1 action </p><p>Range: Medium (100 ft. + 10 ft./level) </p><p>Targets: Up to five creatures</p><p>Duration: Instantaneous </p><p>Saving Throw: None </p><p>Spell Resistance: Yes </p><p></p><p>A missile of violet sparking, magical energy darts forth from your fingertip and unerringly strikes its target. The missile deals 1d4+1 points of damage. The missile strikes unerringly, even if the target is in melee or has anything less than total cover or concealment. Specific parts of a creature cannot be singled out. Inanimate objects (locks, etc.) cannot be damaged by the spell. For every levels of experience past 1st, you gain an additional missile. You have two at 2nd level, three at 3rd level, and the maximum of 10 missiles at 10th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you roll for SR or roll damage. </p><p></p><p>I would really appreciate any comments or suggestions from anyone with an opinion. Thanks in advance for your help </p><p></p><p>Bladestump</p></blockquote><p></p>
[QUOTE="Bladestump, post: 915660, member: 12207"] Howdy All, One of my players, a halfling wizard goes by the name of Usually Innerbush, or Ully for short, has come up with a couple spells he wants to research and create. I was hoping some of you could take a look at them and let me know if you think they are balanced and appropriate. I run a high-magic campaign so I like to give alot of leeway, but I dont want to introduce anything that throws off game balance. Here they are: Ully’s Wizard Glyph Abjuration Level: Wizard 3 Components: V, S, M Casting Time: 10 minutes Range: Touch Target or Area: Object touched or up to 5 sq. ft./level Duration: Until discharged Saving Throw: See text Spell Resistance: Yes (object) This powerful inscription harms those who enter, pass, or open the warded area or object. A glyph can guard a bridge or passage, ward a portal, trap a chest or box, placed on a weapon and so on. The character set the conditions of the ward. The glyph can be activated (or deactivated) by a password if desired. The glyph can be set to only activate when a creature of a particular race or alignment come in contact with the glyph, etc. When casting the spell, the character weaves a tracery of faintly glowing lines around the warding sigil. The glyph can be placed to conform to any shape up to the limitations of the character's total square footage. When the spell is completed, the glyph and tracery become nearly invisible. The glyph has two modes, damage or immobilize. Damage mode causes 1d8 damage per two levels of the caster; target can save for ½ damage. Immobilize mode causes the target to become encased in an amber field (as in the Sepia Snake Sigel spell) for 1 day per level of the caster. A successful save causes the target to be stunned for 1 round per level of caster. The second... Ully’s Malevolent Missile of Magic Evocation [Force] Level: Wiz 2 Components: V, S Casting Time: 1 action Range: Medium (100 ft. + 10 ft./level) Targets: Up to five creatures Duration: Instantaneous Saving Throw: None Spell Resistance: Yes A missile of violet sparking, magical energy darts forth from your fingertip and unerringly strikes its target. The missile deals 1d4+1 points of damage. The missile strikes unerringly, even if the target is in melee or has anything less than total cover or concealment. Specific parts of a creature cannot be singled out. Inanimate objects (locks, etc.) cannot be damaged by the spell. For every levels of experience past 1st, you gain an additional missile. You have two at 2nd level, three at 3rd level, and the maximum of 10 missiles at 10th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you roll for SR or roll damage. I would really appreciate any comments or suggestions from anyone with an opinion. Thanks in advance for your help Bladestump [/QUOTE]
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Need DM help - 2 Player Created Spells
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