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<blockquote data-quote="monboesen" data-source="post: 1800911" data-attributes="member: 4647"><p>A player has suggested the following spells. After my own changes they look like this. Please comment on any balance issues.</p><p></p><p>Bats Ears </p><p>Transmutation</p><p>Level: Sor/Wiz 3</p><p>Components: V, S, M</p><p>Casting Time: 1 action</p><p>Range: Touch</p><p>Targets: Creature touched</p><p>Duration: 1 minute/level</p><p>Saving Throw: None</p><p>Spell Resistance: Yes (harmless)</p><p></p><p>The subject gains the Blindsight ability with a range of 60 ft. The sense is based on echolocation and cannot distinguish colors. Magical deafness or silence defeats the Blindsight.</p><p></p><p>Hindenweldts Resonant Barrier </p><p>Evocation</p><p>Level: Sor/Wiz 3</p><p>Components: V,S</p><p>Casting Time:1 action</p><p>Range: Medium (100 ft + 10ft/level)</p><p>Effect: Wall whose area is up to one 10 ft. square/level or a sphere or hemisphere with a radius of up to 1 ft./level (D)</p><p>Duration: Concentration +1 round/level</p><p>Saving Throw: Will half/negates</p><p>Spell Resistance: Yes</p><p></p><p>The spell creates an invisible but highly audible wall. One side of the wall emanates deafening noise and any creature within 10 ft. of that side of the wall must make a Will save or be Dazed for 1 rd. and Deafened for as long as they stay in the area and for 1d4 rounds after leaving it. Those within 20 ft. must make a Fortitude save or Deafened for as long as they stay in the area and for 1d4 rounds after leaving it. Spellcasting with somatic (S) components within 30 ft. of the wall requires Concentration checks with DC 15+1 per spell level of the spell attempted. Anyone passing the wall will take 1d8+1/2 caster level points of sonic damage (maximum 1d8+10).</p><p></p><p>Thunderstomp </p><p>Evocation</p><p>Level: 4</p><p>Components: V, S</p><p>Casting Time: 1 action</p><p>Range: Close (25 ft. + 5 ft./2 level)</p><p>Effect: Cone</p><p>Duration: Instantaneous</p><p>Saving Throw: Reflex half/Will neg</p><p>Spell Resistance: Yes</p><p></p><p>By muttering the arcane phrases of this spell and then stomping his foot to the ground the caster creates a sonic shockwave capable of damaging, pushing and stunning creatures in the area of effect. The shockwave does 1d6 points of damage/3 caster levels (maximum 8d6). A successful Reflex save halves the damage. In addition affected creatures must make a Will Save or be Dazed for 1 rd. Lastly the shockwave bull rushes affected creatures with a Strength score of 15 + 1 /caster level. The shockwave pushes creatures back in a straight line from the caster and no longer than to the limit of the cones length. Bull rushed creatures are not pushed fast or hard enough to take damage from hitting walls or objects.</p><p></p><p>Unravel Matter </p><p>Transmutation</p><p>Level: 4</p><p>Components: V, S</p><p>Casting Time: 1 action</p><p>Range: Medium (100 ft + 10ft/level)</p><p>Targets: 1 creature</p><p>Duration: 1 round per level</p><p>Saving Throw: Will negates</p><p>Spell Resistance: Yes</p><p></p><p>This complicated spell reverses the principles used in shadow magic, slowly dissolving the target of the spell from matter into illusion and eventually non-existence. When attacked by the spell the target must make a Will save or lose part of his connection with reality and be transformed into shadow matter. He will become slightly transparent and semisolid. Due to his shadowy nature any attacks or spells will only do 60 % of their normal damage, if the affected creature uses spells or abilities that does not do damage they only have 60 % of their normal effect (i.e. sleep spell affects 2d4*0,6 hd), in case of an all or nothing effect (i.e. Charm person) it is only 60 % likely to work. The next round the target must save again or be reduced to be 20 % real, doing only 20 % damage, attacks and spells only have 20 % of normal effect or only has 20 % chance of affecting the victim etc. and the target must save again the following round. If this final save is failed the target is transformed into an illusion, not capable of interacting with reality except by vision and sound as the Minor Image spell, he is also invulnerable to any effect except those that could affect illusions (i.e. Dispel magic, which will affect the target as were he a 4 level spell by the caster). The illusionary state lasts for 1d4 rounds by the end of this time the illusion disappears forever and the target dies. If any of the three Will saves are successful the spell stops progressing but the target remains in his present state for the duration of the spell.</p><p></p><p>Pop goes the Boulder </p><p>Conjuration</p><p>Level: 5</p><p>Components: V, S</p><p>Casting Time: 1 action</p><p>Range: Medium (100 ft + 10ft/level)</p><p>Effect: One summoned boulder per level (max 15)</p><p>Duration: 1 min/level</p><p>Saving Throw: Reflex half</p><p>Spell Resistance: None</p><p></p><p>For the duration of the spell the caster can summon one large boulder each round on his initiative as a free action (to a maximum of 15 boulders). The boulder appears in midair and plummets towards the ground. The caster can summon the boulder above a creature. A falling boulder does 4d6 points of damage and a succesfull reflex save halves the damage.</p></blockquote><p></p>
[QUOTE="monboesen, post: 1800911, member: 4647"] A player has suggested the following spells. After my own changes they look like this. Please comment on any balance issues. Bats Ears Transmutation Level: Sor/Wiz 3 Components: V, S, M Casting Time: 1 action Range: Touch Targets: Creature touched Duration: 1 minute/level Saving Throw: None Spell Resistance: Yes (harmless) The subject gains the Blindsight ability with a range of 60 ft. The sense is based on echolocation and cannot distinguish colors. Magical deafness or silence defeats the Blindsight. Hindenweldts Resonant Barrier Evocation Level: Sor/Wiz 3 Components: V,S Casting Time:1 action Range: Medium (100 ft + 10ft/level) Effect: Wall whose area is up to one 10 ft. square/level or a sphere or hemisphere with a radius of up to 1 ft./level (D) Duration: Concentration +1 round/level Saving Throw: Will half/negates Spell Resistance: Yes The spell creates an invisible but highly audible wall. One side of the wall emanates deafening noise and any creature within 10 ft. of that side of the wall must make a Will save or be Dazed for 1 rd. and Deafened for as long as they stay in the area and for 1d4 rounds after leaving it. Those within 20 ft. must make a Fortitude save or Deafened for as long as they stay in the area and for 1d4 rounds after leaving it. Spellcasting with somatic (S) components within 30 ft. of the wall requires Concentration checks with DC 15+1 per spell level of the spell attempted. Anyone passing the wall will take 1d8+1/2 caster level points of sonic damage (maximum 1d8+10). Thunderstomp Evocation Level: 4 Components: V, S Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 level) Effect: Cone Duration: Instantaneous Saving Throw: Reflex half/Will neg Spell Resistance: Yes By muttering the arcane phrases of this spell and then stomping his foot to the ground the caster creates a sonic shockwave capable of damaging, pushing and stunning creatures in the area of effect. The shockwave does 1d6 points of damage/3 caster levels (maximum 8d6). A successful Reflex save halves the damage. In addition affected creatures must make a Will Save or be Dazed for 1 rd. Lastly the shockwave bull rushes affected creatures with a Strength score of 15 + 1 /caster level. The shockwave pushes creatures back in a straight line from the caster and no longer than to the limit of the cones length. Bull rushed creatures are not pushed fast or hard enough to take damage from hitting walls or objects. Unravel Matter Transmutation Level: 4 Components: V, S Casting Time: 1 action Range: Medium (100 ft + 10ft/level) Targets: 1 creature Duration: 1 round per level Saving Throw: Will negates Spell Resistance: Yes This complicated spell reverses the principles used in shadow magic, slowly dissolving the target of the spell from matter into illusion and eventually non-existence. When attacked by the spell the target must make a Will save or lose part of his connection with reality and be transformed into shadow matter. He will become slightly transparent and semisolid. Due to his shadowy nature any attacks or spells will only do 60 % of their normal damage, if the affected creature uses spells or abilities that does not do damage they only have 60 % of their normal effect (i.e. sleep spell affects 2d4*0,6 hd), in case of an all or nothing effect (i.e. Charm person) it is only 60 % likely to work. The next round the target must save again or be reduced to be 20 % real, doing only 20 % damage, attacks and spells only have 20 % of normal effect or only has 20 % chance of affecting the victim etc. and the target must save again the following round. If this final save is failed the target is transformed into an illusion, not capable of interacting with reality except by vision and sound as the Minor Image spell, he is also invulnerable to any effect except those that could affect illusions (i.e. Dispel magic, which will affect the target as were he a 4 level spell by the caster). The illusionary state lasts for 1d4 rounds by the end of this time the illusion disappears forever and the target dies. If any of the three Will saves are successful the spell stops progressing but the target remains in his present state for the duration of the spell. Pop goes the Boulder Conjuration Level: 5 Components: V, S Casting Time: 1 action Range: Medium (100 ft + 10ft/level) Effect: One summoned boulder per level (max 15) Duration: 1 min/level Saving Throw: Reflex half Spell Resistance: None For the duration of the spell the caster can summon one large boulder each round on his initiative as a free action (to a maximum of 15 boulders). The boulder appears in midair and plummets towards the ground. The caster can summon the boulder above a creature. A falling boulder does 4d6 points of damage and a succesfull reflex save halves the damage. [/QUOTE]
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