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Need DM help - 2 Player Created Spells
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<blockquote data-quote="Technik4" data-source="post: 915840" data-attributes="member: 7211"><p>Ok, we'll start with the wizard glyph. The best way to analyze a spell's potency is to do a comparison, in this case since Sepia Snake Sigil is mentioned in his spell's description, we'll start there.</p><p></p><p>We note that it is the same level as the homebrew spell, casting time is the same, but what it can be placed on is different. SSS is limited to a page in text, whereas the wizard's glyph can be placed just about anywhere.</p><p></p><p>The limitations on where this glyph can be placed seem similar to the spell Fire Trap, a 4th level wizard spell. Fire Trap can be placed on any closeable item (book, box, etc) and explodes when opened. This seems to be weaker than the effect Ully is going for, so we may be looking at a 5th level spell right off the bat.</p><p></p><p>Now we come to the actual effect of triggering the glyph. The spell allows for 2 modes, a damaging and a stun mode. The damage is 1d8/2 caster levels, which seems high. Compare an 8th level wizard casting Fire Trap (1d4+8 dam, avg 11.5) to Ully's Glyph (4d8 dam, avg 18.5). Fire trap clearly does fire damage, whereas ully's glyph does an unspecified kind of damage. I would get him to link it to one of the more common elements: fire, ice, or electricity. </p><p></p><p>Now for the second mode, immobilization. Typically a spell that has a chance of doing something powerful (holding, blinding, stunning, killing) does nothing if saved against. Typically known as "save or die" spells, their strength is that they don't do damage but rather incapacitate the target. Ully's spell is clearly too powerful in this mode, as either way the target is screwed. I would choose to not mirror a limited spell like SSS, which only works in books, but rather go with a generic stun effect. To mirror the damage, it should be 1 round/2 caster levels.</p><p></p><p>So what we have is an abjuration with 2 modes, both useful in a "trap" fashion (the high level spell "symbol" seemed close to the utility he was going for, but as symbol is an 8th level spell, unless he wants a high level spell that kind of effect is out of his league) with a long casting time.</p><p></p><p>I think the following would make a good 5th level spell (in line with other spells in the phb):</p><p></p><p>Ully's Wizard Glyph</p><p>Abjuration [Electricity]</p><p>Level: Wiz/Sor 5</p><p>Components: V, S, M</p><p>Casting Time: 10 minutes</p><p>Range: Touch</p><p>Target: Object touched or up to 5ft/5 caster levels</p><p>Duration: Permanent until Discharged</p><p>Saving Throw: Reflex Half Or Fort Negates (See Text)</p><p>Spell Resistance: Yes</p><p></p><p>This powerful glyph creates a shocking effect when an intruder opens an item or inspects the glyph. The glyph can ward any closeable item (book, box, coffin, etc) or be written on a wall, furniture, etc. When casting Ully's Wizard Glyph, you select a point as the spell's center. When someone other than you opens the item or inspects the glyph (tries to read it, touches it, etc), a shocking blast fills the area within a 10-ft radius around the spell's center. </p><p></p><p>The caster may choose 2 modes for the glyph. In the first mode, electricity harms anyone in the 10-ft radius, dealing 1d8 damage per 2 caster levels (max 10d8) with a reflex save for half. The item protected by the trap is not harmed by this electricity. In the second mode the electricity shocks anyone in a 10-ft radius, stunning any intruders for 1 round/ 2 caster levels with a succesful fortitude save negating the effect.</p><p></p><p>The warded item or area may not have a second closure, glyph, or warding spell placed on it. An unsuccessful dispel magic spell does not detonate the spell. As the caster, you can interact with the glyph without discharging it, as can any individual to whom the spell was specifically attuned when cast. "Attuning" usually involves a password that you can share with friends.</p><p></p><p>The DC for a rogue using the search skill to find the trap or the Disable Device skill to disarm it is 30.</p><p></p><p>Material Components: A half-pound of sapphire dust (cost 100 gp) sprinkled over the warded area. Attuning the trap to another individual requires a hair or similar object from that individual. </p><p></p><p></p><p>The second spell, imo, is unnecessary. Magic Missle is an extremely powerful 1st level spell, using it as a template for a 2nd level spell is not especially wise as it is already very powerful.</p><p></p><p>Especially since his version basically gives him a missle every level (instead of every other) and has double the maximum missles available. Compare this to spells like Aganazzer's Scorcher (FRCS) or Melf's Acid Arrow and you can see its too powerful right off the bat. I don't have any suggestions for it, as I think it is unnecessary.</p><p></p><p>Technik</p></blockquote><p></p>
[QUOTE="Technik4, post: 915840, member: 7211"] Ok, we'll start with the wizard glyph. The best way to analyze a spell's potency is to do a comparison, in this case since Sepia Snake Sigil is mentioned in his spell's description, we'll start there. We note that it is the same level as the homebrew spell, casting time is the same, but what it can be placed on is different. SSS is limited to a page in text, whereas the wizard's glyph can be placed just about anywhere. The limitations on where this glyph can be placed seem similar to the spell Fire Trap, a 4th level wizard spell. Fire Trap can be placed on any closeable item (book, box, etc) and explodes when opened. This seems to be weaker than the effect Ully is going for, so we may be looking at a 5th level spell right off the bat. Now we come to the actual effect of triggering the glyph. The spell allows for 2 modes, a damaging and a stun mode. The damage is 1d8/2 caster levels, which seems high. Compare an 8th level wizard casting Fire Trap (1d4+8 dam, avg 11.5) to Ully's Glyph (4d8 dam, avg 18.5). Fire trap clearly does fire damage, whereas ully's glyph does an unspecified kind of damage. I would get him to link it to one of the more common elements: fire, ice, or electricity. Now for the second mode, immobilization. Typically a spell that has a chance of doing something powerful (holding, blinding, stunning, killing) does nothing if saved against. Typically known as "save or die" spells, their strength is that they don't do damage but rather incapacitate the target. Ully's spell is clearly too powerful in this mode, as either way the target is screwed. I would choose to not mirror a limited spell like SSS, which only works in books, but rather go with a generic stun effect. To mirror the damage, it should be 1 round/2 caster levels. So what we have is an abjuration with 2 modes, both useful in a "trap" fashion (the high level spell "symbol" seemed close to the utility he was going for, but as symbol is an 8th level spell, unless he wants a high level spell that kind of effect is out of his league) with a long casting time. I think the following would make a good 5th level spell (in line with other spells in the phb): Ully's Wizard Glyph Abjuration [Electricity] Level: Wiz/Sor 5 Components: V, S, M Casting Time: 10 minutes Range: Touch Target: Object touched or up to 5ft/5 caster levels Duration: Permanent until Discharged Saving Throw: Reflex Half Or Fort Negates (See Text) Spell Resistance: Yes This powerful glyph creates a shocking effect when an intruder opens an item or inspects the glyph. The glyph can ward any closeable item (book, box, coffin, etc) or be written on a wall, furniture, etc. When casting Ully's Wizard Glyph, you select a point as the spell's center. When someone other than you opens the item or inspects the glyph (tries to read it, touches it, etc), a shocking blast fills the area within a 10-ft radius around the spell's center. The caster may choose 2 modes for the glyph. In the first mode, electricity harms anyone in the 10-ft radius, dealing 1d8 damage per 2 caster levels (max 10d8) with a reflex save for half. The item protected by the trap is not harmed by this electricity. In the second mode the electricity shocks anyone in a 10-ft radius, stunning any intruders for 1 round/ 2 caster levels with a succesful fortitude save negating the effect. The warded item or area may not have a second closure, glyph, or warding spell placed on it. An unsuccessful dispel magic spell does not detonate the spell. As the caster, you can interact with the glyph without discharging it, as can any individual to whom the spell was specifically attuned when cast. "Attuning" usually involves a password that you can share with friends. The DC for a rogue using the search skill to find the trap or the Disable Device skill to disarm it is 30. Material Components: A half-pound of sapphire dust (cost 100 gp) sprinkled over the warded area. Attuning the trap to another individual requires a hair or similar object from that individual. The second spell, imo, is unnecessary. Magic Missle is an extremely powerful 1st level spell, using it as a template for a 2nd level spell is not especially wise as it is already very powerful. Especially since his version basically gives him a missle every level (instead of every other) and has double the maximum missles available. Compare this to spells like Aganazzer's Scorcher (FRCS) or Melf's Acid Arrow and you can see its too powerful right off the bat. I don't have any suggestions for it, as I think it is unnecessary. Technik [/QUOTE]
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