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ShortQuests -- Pocket Sized Adventures! An all-new collection of digest-sized D&D adventures designed for 1-2 game sessions.
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Need Help Proofing/giving a level to some spells
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<blockquote data-quote="Remathilis" data-source="post: 1410882" data-attributes="member: 7635"><p>Heya, I have some spells I've been working on,and I need levels for the spells and affects proofing and discussion. Let me know what you think!</p><p> </p><p>Updated! I changed a few notations based on feedback and tried to 3.5 the spells. (Specfically: True Skills Bonus, Force Disc's DR, and Lightning Web's Duration)</p><p>Update 2: Cry/Flames have a defined effect for saving throws, Column defines what happens when you don't go far enough to fall, Wave is now correctly a cone, and Lightning web no longer makes you flat footed.</p><p> </p><p><strong>Column of Stone</strong></p><p>Conjuration (Creation) [Earth]</p><p>Level: Drd X, Sor/Wiz X</p><p>Components: V, S, M</p><p>Casting Time: 1 action</p><p>Range Close (25 ft + 5 ft/level)</p><p>Area of Effect: A column 10 ft by 10 ft</p><p>Duration: Instantaneous</p><p>Saving Throw: Reflex Negates</p><p>Spell Resistance: No </p><p> </p><p>You cause a column of earth to spring out of the ground, lifting anyone in the area of effect up to the sky. The height of the column is 10 ft per level, up to 100 ft. As soon as the column reaches that height, it dissipates into harmless sand, causing any creatures caught on the column to plummet to the earth below. For each 10 ft of falling, the creature takes 1d6 damage, unless measures are taken to stop the fall. </p><p> </p><p>When cast indoors, if the height of the column would exceed the height of the ceiling, the column will stop 5’ or the height of the creature (whichever is greater) before the ceiling is reached before dissipating. The creature will only take damage per 10 feet of altitude gained before the comlumn dissipated.</p><p>Material Component: A pinch of sand or gravel.</p><p> </p><p><strong>Cry of Heaven</strong></p><p>Evocation [Good]</p><p>Level: Clr X</p><p>Components: V, S, DF</p><p>Casting Time: 1 action</p><p>Range: Medium (100 ft + 10 ft/level)</p><p>Area: 30 ft radius</p><p>Duration: one round</p><p>Saving Throw: Fortitude Partial</p><p>Spell Resistance: Yes (see text)</p><p> </p><p>You summon pure divine rain to smite your foes. The sky darkens, and pure white rain falls from the sky, burning evil creatures. All evil creatures in the area take 1d6 holy damage (max 20d6) and are stunned for one round (even if they are normally immune to stunning damage). Those that make a fortitude saving throw take half-damage and are not stunned. Hostile Neutral creatures take 1 damage/level (max 20, save for half). Good Creatures are not affected. </p><p> </p><p>If an evil creature in the area has spell resistance, you receive a +4 sacred bonus to defeat their magic resistance for this spell only. </p><p> </p><p><strong>Fires of Hell</strong></p><p>Evocation [Evil]</p><p>Level: Clr X</p><p>Components: V, S, DF</p><p>Casting Time: 1 action</p><p>Range: Medium (100 ft + 10 ft/level)</p><p>Area: 30 ft radius</p><p>Duration: one round</p><p>Saving Throw: Fortitude Partial</p><p>Spell Resistance: Yes (see text)</p><p> </p><p>You summon infernal divine fire to smite your foes. The sky darkens, and black flames erupt from the ground, burning good creatures. All good creatures in the area take 1d6 unholy damage (max 20d6) and are stunned for one round (even if they are normally immune to stunning damage). Those who pass a fortitude saving throw take half damage and are not stunned. Hostile Neutral creatures take 1 damage/level (max 20, save for half). Evil Creatures are not affected. </p><p> </p><p>If a good creature in the area has spell resistance, you receive a +4 profane bonus to defeat their magic resistance for this spell only. </p><p> </p><p><strong>Force Disc</strong></p><p>Evocation [Force]</p><p>Level: Sor/Wiz X</p><p>Components: V, S, F</p><p>Casting Time: 1 action</p><p>Range: Close (30 ft)</p><p>Effect: A Spinning disc of force with a 1 ft diameter</p><p>Duration 1 round/level</p><p>Saving Throw: None</p><p>Spell Resistance: Yes</p><p> </p><p>You create a disc of pure force, which you can throw at enemies. You make a ranged attack, doing 1d6 damage on a successful hit. You do not add your strength modifier to damage, but other bonuses (such as Point Blank Shot) do apply. The disc returns to your free hand at the end of your round. It ignores all damage reduction as if it was a magic weapon, but has no bonuses to hit or damage. </p><p><em>Focus:</em> A metal disc with a 3 inch diameter. </p><p> </p><p><strong>Force Wave</strong></p><p>Evocation [Force]</p><p>Level: Sor/Wiz X</p><p>Components: V, S </p><p>Casting Time: 1 action</p><p>Range: 40 ft</p><p>Area: Cone shaped burst</p><p>Duration: Instantaneous</p><p>Save: Reflex Half (See Text)</p><p>Spell Resistance: Yes</p><p></p><p>You project a storm of force energies from your outstretched hand. Those caught in the maelstrom take 1d4 points of damage per level (to a maximum of 10d4) from the buffeting forces. Additionally, those in the area make an opposed strength check (as though they were Bull Rushed) or be thrown back 10 ft and become prone. The wave is considered Large sized and has a strength score of 25 for purposes of the Bull Rush.</p><p> </p><p><strong>Icefire</strong></p><p>Evocation [Cold, Fire]</p><p>Level: Sor/Wiz X</p><p>Components: V, S, M</p><p>Casting Time: 1 action</p><p>Range: Medium (100 ft + 10 ft/level)</p><p>Effect: A bolt of energy 5 ft wide</p><p>Duration: Instantaneous</p><p>Saving Throw: Reflex Half</p><p>Spell Resistance: Yes</p><p> </p><p>You shoot a blast of energy that is half fire and half ice. The bolt does 1d8 damage per level (max 10d8), half cold damage and half fire damage. Creatures immune to one type of damage take damage half damage (quarter damage on a successful save), those immune to both take no damage. </p><p><strong>Material Component:</strong> A piece of mint, covered in pitch.</p><p> </p><p><strong>Lightning Web </strong></p><p>Evocation [Electricity]</p><p>Level: Sor/Wiz X</p><p>Components: V, S, M</p><p>Casting Time: 1 action</p><p>Range: Close (25 ft + 5ft/level)</p><p>Area of Effect: 10 ft radius web</p><p>Duration: One Minute</p><p>Saving Throw: Reflex Negates</p><p>Spell Resistance: Yes</p><p> </p><p>You shoot a web of pure electric force at your foes. This web deals 1d6 points of damage per round to the creature is trapped in it, up to 10d6 damage. Creatures in the web are are held as per the spell <em>web.</em> Trying to break out of the web requires a strength check (DC 20) or Escape Artist check (DC 25). </p><p><em>Material Component:</em> A firefly and a cocoon</p><p> </p><p><strong>True Skill</strong></p><p>Divination</p><p>Level: Clr X, Sor/Wiz X</p><p>Components: V, S</p><p>Casting Time: 1 action</p><p>Range: Personal</p><p>Target: You</p><p>Duration: 1 round or until discharged</p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-family: 'Verdana'">You divine a clear insight into some action you are planning to do. You gain a +10 competence bonus to your next skill check. You cannot take 10 or 20 on this check.</span> </span></p></blockquote><p></p>
[QUOTE="Remathilis, post: 1410882, member: 7635"] Heya, I have some spells I've been working on,and I need levels for the spells and affects proofing and discussion. Let me know what you think! Updated! I changed a few notations based on feedback and tried to 3.5 the spells. (Specfically: True Skills Bonus, Force Disc's DR, and Lightning Web's Duration) Update 2: Cry/Flames have a defined effect for saving throws, Column defines what happens when you don't go far enough to fall, Wave is now correctly a cone, and Lightning web no longer makes you flat footed. [b]Column of Stone[/b] Conjuration (Creation) [Earth] Level: Drd X, Sor/Wiz X Components: V, S, M Casting Time: 1 action Range Close (25 ft + 5 ft/level) Area of Effect: A column 10 ft by 10 ft Duration: Instantaneous Saving Throw: Reflex Negates Spell Resistance: No You cause a column of earth to spring out of the ground, lifting anyone in the area of effect up to the sky. The height of the column is 10 ft per level, up to 100 ft. As soon as the column reaches that height, it dissipates into harmless sand, causing any creatures caught on the column to plummet to the earth below. For each 10 ft of falling, the creature takes 1d6 damage, unless measures are taken to stop the fall. When cast indoors, if the height of the column would exceed the height of the ceiling, the column will stop 5’ or the height of the creature (whichever is greater) before the ceiling is reached before dissipating. The creature will only take damage per 10 feet of altitude gained before the comlumn dissipated. Material Component: A pinch of sand or gravel. [b]Cry of Heaven[/b] Evocation [Good] Level: Clr X Components: V, S, DF Casting Time: 1 action Range: Medium (100 ft + 10 ft/level) Area: 30 ft radius Duration: one round Saving Throw: Fortitude Partial Spell Resistance: Yes (see text) You summon pure divine rain to smite your foes. The sky darkens, and pure white rain falls from the sky, burning evil creatures. All evil creatures in the area take 1d6 holy damage (max 20d6) and are stunned for one round (even if they are normally immune to stunning damage). Those that make a fortitude saving throw take half-damage and are not stunned. Hostile Neutral creatures take 1 damage/level (max 20, save for half). Good Creatures are not affected. If an evil creature in the area has spell resistance, you receive a +4 sacred bonus to defeat their magic resistance for this spell only. [b]Fires of Hell[/b] Evocation [Evil] Level: Clr X Components: V, S, DF Casting Time: 1 action Range: Medium (100 ft + 10 ft/level) Area: 30 ft radius Duration: one round Saving Throw: Fortitude Partial Spell Resistance: Yes (see text) You summon infernal divine fire to smite your foes. The sky darkens, and black flames erupt from the ground, burning good creatures. All good creatures in the area take 1d6 unholy damage (max 20d6) and are stunned for one round (even if they are normally immune to stunning damage). Those who pass a fortitude saving throw take half damage and are not stunned. Hostile Neutral creatures take 1 damage/level (max 20, save for half). Evil Creatures are not affected. If a good creature in the area has spell resistance, you receive a +4 profane bonus to defeat their magic resistance for this spell only. [b]Force Disc[/b] Evocation [Force] Level: Sor/Wiz X Components: V, S, F Casting Time: 1 action Range: Close (30 ft) Effect: A Spinning disc of force with a 1 ft diameter Duration 1 round/level Saving Throw: None Spell Resistance: Yes You create a disc of pure force, which you can throw at enemies. You make a ranged attack, doing 1d6 damage on a successful hit. You do not add your strength modifier to damage, but other bonuses (such as Point Blank Shot) do apply. The disc returns to your free hand at the end of your round. It ignores all damage reduction as if it was a magic weapon, but has no bonuses to hit or damage. [i]Focus:[/i] A metal disc with a 3 inch diameter. [b]Force Wave[/b] Evocation [Force] Level: Sor/Wiz X Components: V, S Casting Time: 1 action Range: 40 ft Area: Cone shaped burst Duration: Instantaneous Save: Reflex Half (See Text) Spell Resistance: Yes You project a storm of force energies from your outstretched hand. Those caught in the maelstrom take 1d4 points of damage per level (to a maximum of 10d4) from the buffeting forces. Additionally, those in the area make an opposed strength check (as though they were Bull Rushed) or be thrown back 10 ft and become prone. The wave is considered Large sized and has a strength score of 25 for purposes of the Bull Rush. [b]Icefire[/b] Evocation [Cold, Fire] Level: Sor/Wiz X Components: V, S, M Casting Time: 1 action Range: Medium (100 ft + 10 ft/level) Effect: A bolt of energy 5 ft wide Duration: Instantaneous Saving Throw: Reflex Half Spell Resistance: Yes You shoot a blast of energy that is half fire and half ice. The bolt does 1d8 damage per level (max 10d8), half cold damage and half fire damage. Creatures immune to one type of damage take damage half damage (quarter damage on a successful save), those immune to both take no damage. [b]Material Component:[/b] A piece of mint, covered in pitch. [b]Lightning Web [/b] Evocation [Electricity] Level: Sor/Wiz X Components: V, S, M Casting Time: 1 action Range: Close (25 ft + 5ft/level) Area of Effect: 10 ft radius web Duration: One Minute Saving Throw: Reflex Negates Spell Resistance: Yes You shoot a web of pure electric force at your foes. This web deals 1d6 points of damage per round to the creature is trapped in it, up to 10d6 damage. Creatures in the web are are held as per the spell [i]web.[/i] Trying to break out of the web requires a strength check (DC 20) or Escape Artist check (DC 25). [i]Material Component:[/i] A firefly and a cocoon [b]True Skill[/b] Divination Level: Clr X, Sor/Wiz X Components: V, S Casting Time: 1 action Range: Personal Target: You Duration: 1 round or until discharged [font=Times New Roman][font=Verdana]You divine a clear insight into some action you are planning to do. You gain a +10 competence bonus to your next skill check. You cannot take 10 or 20 on this check.[/font] [/font] [/QUOTE]
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