New Spell: Cascading Damage

Ibram

First Post
I've been kicking around the idea for a spell that does damage over time, increasing each round its active. i'm not quite sure of how to handle it though.... or what to call it. I want it to be a necromancy spell.

[Cascading Damage Spell]
Level: 3-4
Components: V, S
Casting Time: One Round
Target: A single living creature
Range: Close (25ft + 5ft per lvl)
Duration: One round per lvl or one round per 2 lvls
Saving Throw: Fort neg
Spell Resistance: Yes
Description:
Possible effects:
1) each round that this spell is active the target takes 2 points of damage per number of rounds the spell has been active.
2) each round this spell is active the target takes 1 point + 1 point per round the spell has been active in damage.
3) each round this spell deals 1d4 points of damage per round the spell has been active

The spell could be weakened by allowing a save each round to end the spell.
 

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Thats one way to specify it... you could also just enlarge the duration of the likes of poisons...

initial, secundary, ect.
2d6, 4d6, 6d6, ...

But i like the idea.. i might i even make a new such spell...
 

Or you could just use the one that's already been printed. :)

(Creeping Cold and Creeping Cold, Greater. First printed in MotW, 3.5 printing in Complete Divine)
 

thanks, i borrowed that book...

Consuming Rot
Dark [Necromancy]
Level: 3
Components: V, S
Casting Time: One Full Round
Range: Close (25 ft + 5 ft per level)
Duration: One Round per 2 levels
Saving Throw: Fort Negates
Spell Resistance: None
Description:
Infecting the target with rot spirits this spell slowly consumes all but the most stalwart of foes. The target takes 2 points of cumulative damage.
Round 1: 2
Round 2: 4
Round 3: 6
Round 4: 8
 

Here's what I'd do:

1/ A save at the beginning to halve damage. Fort most likely.

2/ Damage each round = 1d4 per round active, cumulative. Why? Dice are fun, and 1d4 = 2.5 hp expected damage.

3/ Some way of neutralizing the spell that's available to 5th level PCs. Lesser restoration or cure moderate wounds for example, or a DC 20 Heal check, or one of those plus a Turn Undead attempt, or something.

4/ Duration = 1 round / 2 levels, spot on. Perfect.

ALTERNATE:

1 Con damage each round, duration = 1/2 caster level. Still got the Rot theme. :]

Again I'd suggest a way to neutralize the damage (perhaps from the list above). This makes the PCs feel useful, but also wastes a round of combat, which is what monsters want most of all -- every wasted round is a round the critter gets to live. :)

-- N
 

Its my personal prefrence to limit the amount of dice rolling that goes on, it tends to slow down combat.

I am on the fence over allowing the spell to save to negate or save to 1/2.

as it stands now an 8th lvl caster deals 20 points of damage with this spell

at 9th it has dealt 38, at 10th it has dealt 52, at 11th it has dealt 64
 

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