new spell: Channel Power

ragingmonkey

First Post
i posted this spell on the wizard's board but i thought i would post it here as well. i thought of this spells when i read spells that allowed you to increase various skill rolls, saves, attacks and many other rolls. i thougt, why can't you increase something like this. i then tried to put a nice balance in the spell, maby taking it a bit too far. i also thought it could be 1st level but it is better to be an underpowered 2nd level spell than an overpowered 1st level spell. so here it is


Channel Power
Universal
Level: Brd 2, Clr 2, Drd 2, Sor/Wiz 2
Conponents: none
Casting Time: 1 action
Range: Personal
Target: You
Duration: See text
Saving Throw: Fortitude half (see text)
Spell Resistance: No

By standing a focusing pure energy into yourself you can enhance your next spell. Your next single spell you cast (if it is made before the end of the next round) gains up to a +1 / caster level to the DC and to penetrate spell resistance. When you cast this spell the extra energy serges through you causing 1d4 points of subdual damage per point you add to the spell with a Fortitude save for half. The bonus gained must be chosen at the time of this spell's casting and not during the casting of the next spell.

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here is an example.

a 5th level wizard casts this spell and chooses up to a +5 to the dc and spell penetration of his next spell. he chooses a +3 and then immediately takes 3d4 points of subdual damage with a fort save for half. he then casts lightning bolt at a dragon giving the DC and his roll to beat spell resistance a +3.
 

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Way to powerful. This spell effectivly removes the save from a spell at higher levels. By 20th level it can essentially garuntee that insta-death spells can only be resisted on a 20.

Ask yourself what level you would place a spell that made the next spell not allow a save. It would be broken even as a 9th level spell, but this is what your spell does as a second level spell.
 

I'm with the Sadist... absolutely broken.

True Strike effectively gives one automatic hit, but it's not easy to kill someone in one hit with a weapon. A spell compresses a lot of damage into one attack, and at higher levels so many spells are insta-death that removing saving throws and SR would just be ridiculous.

Look at the Harm threads; the whole debate there is that it's a near-instadeath spell that doesn't allow a save. Your spell turns EVERY spell into this. And, the way you wrote it, you'll also automatically get past SR once you get to high levels. With Haste, I could cast this each round, followed by an attack spell.
 

Spell Enahncer

This is taken from the Magic of Faerun:

Spell Enhancer
Transmutation
Level: Sor/Wiz 4
Component: V
Casting Time: See Text
Range: Personal
Effect: One of your spells
Duration: 1 round

This spell enhances the next spell you cast, making it more difficult for targets to resist. Casting spell enhancer is a free action, allowing you to cast the spell to be enhanced in the same round as this spell. The saving throw DC of the enhanced spell is increased by +2.


Obviously, your spell is way too powerful.

Technik
 

Sorry, it's broken.

Compare it to the 2e Malison spells and you'll have a better idea of how to balance it.

Or to that Spell Enhancer thingy, even though anything from FR is generally suspect imho.
 




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