[new spell] Teppin's Vortex of Unreality

Jeph

Explorer
Teppin's Vortex of Unreality
Evocation (Chaos)
Level: Sor/Wiz 3
Components: v, s, m
Casting Time: one action
Range: Long
Area: 20-foot radius burst
Duration: Instantaneous
Save: Will Negates
SR: Yes

This spell channels the chaotic energy of the Far Realms into a burst of mind-rending power. All characters within the area take 1d6 points of damage per caster level (max 10d6) and 1d6 points of temporary Wisdom damage from the mental strain. Chaotic outsiders and members of the Alienist class take half normal and no Wisdom damage from this spell, and natural Aliens as well as Alienists of 10th level are immune.

Material Componant: A piece of matter fom the Far Realms

...

So, is it balanced? It's not an energy type, so there can be no resistance to it--however, it is less effective against a wide category of beings that includes Demons. Also, it has extra kick compared to similar spells of its level (the d6 wisdom damage), but is completely negated, not halved, by a save.

Opinions?

Thanks in advance,
--Jeff
 

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Jeph said:
Teppin's Vortex of Unreality
Evocation (Chaos)
Level: Sor/Wiz 3
Components: v, s, m
Casting Time: one action
Range: Long
Area: 20-foot radius burst
Duration: Instantaneous
Save: Will Negates
SR: Yes

This spell channels the chaotic energy of the Far Realms into a burst of mind-rending power. All characters within the area take 1d6 points of damage per caster level (max 10d6) and 1d6 points of temporary Wisdom damage from the mental strain. Chaotic outsiders and members of the Alienist class take half normal and no Wisdom damage from this spell, and natural Aliens as well as Alienists of 10th level are immune.

Material Componant: A piece of matter fom the Far Realms

...

So, is it balanced? It's not an energy type, so there can be no resistance to it--however, it is less effective against a wide category of beings that includes Demons. Also, it has extra kick compared to similar spells of its level (the d6 wisdom damage), but is completely negated, not halved, by a save.

Opinions?

Thanks in advance,
--Jeff

Seems balanced to me. I think I will try it in one of my games --

Since it uses Will as a save its a great Fighter and Rogue killing spell -- and with the will hit

Well, 2 should do the job quite nicely heheheheh
 

I'm not so sure about it; it seems to fill a niche that was deliberately left open. Area-effect magic, targeting Will saves, doing Wisdom damage? And the restriction might even be a good thing - if you've got a genasi with chaotic alignment in the party, he can wade into melee with you slinging this spell all over the place.
 

This is definately overpowered, from my perspective. There's no spell that can defend against it. I'd put it at 5th level and make it do 1d6 points of damage for every two caster levels, especially with the additional wisdom damage.
 




If you insist on leaving it level 3, then bump the wis down to a d4 and have the other damage every other level, smae max and still a d6.
 

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