New Spells: Crystal Orb and Crystalline Shield series(Edited)(Again)

Merlion

First Post
I've recently been in a mood to write some more colourful spells, and the idea of Conjuration spells involving crystal sprang to mind. These are the first few


Lesser Crystal Orb
Conjuration (Creation)
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: 0
Effect: Crystal Orb
Duration: Instantaneous
Saving Throw: See Text
Spell Resistance: No

This spell conjures a crystalline orb that you can hurl at enemies. You can summon orbs of various colours, each with a different effect. Each casting summons only one orb. You must succeed at a ranged touch attack to hit with an orb. An orb has a range of Close (25 ft +5 ft/2 levels). Upon impact, the orb shatters, releasing its mystical energies.
The different orbs you can create with this spell, and their colours and effects are as follows
Blue Orb: 1d4 cold damage/level. (Max 5d4)
Red Orb: 1d4 fire damage/level (Max 5d4)
Yellow Orb: 1d4 electricity damage/level (Max 5d4)
Orange Orb: 1d4 acid damage/level (max 5d4)
White Orb: 1d4 sonic damage/level (max 5d4)
Green Orb: Crystalline vines entangle target, -2 effective Dex, movement reduce by half, -2 all attack rolls for 1d4 rounds
Purple Orb: Subject is confused for 1d4 rounds. Will negates.
Black Orb: Subject is blinded for 1d4 rounds. Fort negates.
.

Lesser Crystalline Shield
Conjuration (Creation)
Level: Sor/Wiz 2
Components: V, S
Casting Time:1 standard action
Range: 0
Effect: Crystal shields
Duration: 1 minute/level

This spell conjures a number of crystalline shields or plates that float around the caster and protect him from attacks. The shields grant a +5 armor bonus to armor class. Additionally, the crystals absorb energy, negating the first 5 points of damage dealt to the caster by spells and spell like or supernatural abilities. The crystals can absorb up to 50 points of damage, at which point they dissolve, ending the spell.


Crystal Orb
Conjuration (Creation)
Level: Sor/Wiz 4

As Lesser Crystal Orb, but the orb has a range of Medium (100 ft +10 ft/level), and its effects are as follows
Blue Orb: 1d6 cold damage/level (max 12d6)
Red Orb: 1d6 fire damage/level (max 12d6)
Yellow Orb: 1d6 electricity damage/level (max 12d6)
Orange Orb: 1d6 acid damage/level (max 12d6)
White Orb: 1d6 sonic damage/level (max 12d6)
Green Orb: Crystalline vines entangle the target, target must make a Strength check (DC 12 + caster level, max 25) or be held motionless and unable to attack for 1d4 rounds
Purple Orb: Subject is dazed for 1d4 rounds (Will negates)
Black Orb: Target receives 1 negative level, lasting for 1 round per level. (Fort negates)


Crystalline Shield
Conjuration (Creation)
Level: Sor/Wiz 5

As lesser Crystalline shield, except the armor bonus to AC is +8, and the spell can absorb up to 100 points of spell damage before expiring. Additionally, if the spell has absorbed any energy from spells or spell like or supernatural abilities, when or before the spell expires the caster may immediately use the energy to cast a single spell of up to 3rd level that he knows or has prepared, without expending the prepared spell or losing a spell slot.


Greater Crystal Orb
Conjuration (Creation)
Level: Sor/Wiz 6

As lesser crystal orb, except the range for the orb is Long (400 ft +40 ft/level), and the effects of each type of orb are as follows
Blue Orb: 1d6 cold damage/level (max 15d6) and target must make a Fortitude save or be slowed for 1d4 rounds
Red Orb: 1d6 fire damage/level (max 15d6) and target must make a Fort save or be fatigued for 1d4 rounds
Yellow Orb: 1d6 electricity damage/level (max 15d6) and target must make a Fortitude save or be stunned for 1 round
Orange Orb: 3d6 acid damage/round for 1 round/3 levels (max 5 rounds)
White Orb: 1d6 sonic damage/level (max 15d6) and subject must make a Fortitude save or be deafened for 1d4 rounds
Green Orb: Crystalline vines ensnare and constrict the target. Target is held motionless and cannot attack, and takes 3d6 constriction damage each round for 1d4+1 rounds
Purple Orb: Subject is dazed for 1d4 rounds (Will negates)
Black Orb: Subject must make a Fortitude save or receive 1 negative level. If failed, 24 hours later, they must make another save or lose 1 character level or hit die.

Greater Crystalline Shield
Conjuration (Creation)
Level: Sor/Wiz 7

As crystalline shield, except the crystals absorb the first 10 points of damage from any spell or spell like or supernatural ability, and they may absorb a maximum of 150 points. If the crystals absorb energy, at or before the end of the spell you may use the energy to cast a single spell of 5th level or lower that you know or have prepared without losing the prepared spell or spell slot.
 
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These look great! I think that just maybe the highest level ones could afford a one-level drop (Especially as the "max 10d6" is also the only value).
 

You have some very good ideas here. I have just a few suggestions.

Lesser Crystal Orb - This spell does very little damage, especially for a 2nd level spell. I recommend adding a special effect on top of the damage for each orb. For example:

Blue Orb: 1d4 cold damage/level. (Max 5d4),
[fortitude save or be slowed for 1d4 rounds.]
Red Orb: 1d4 fire damage/level (Max 5d4),
[reflex save or ignite on fire.]
Yellow Orb: 1d4 electricity damage/level (Max 5d4),
[fortitude save or be stunned for 1 round.]
Orange Orb: 1d4 acid damage/level (max 5d4),
[reflex save or take 5d4 damage on the following round.]
White Orb: 1d4 sonic damage/level (max 5d4),
[fortitude save or be deafened for 1d4 +1 rounds.]
Green Orb: Crystalline vines entangle target, -2 effective Dex, movement reduce by half, -2 all attack rolls for 1d4 rounds,
[reflex save or be unable to move while entangled.]
Purple Orb: [deals 1d4 magic damage per level (max 5d4), will save or be confused for 1d3 rounds.]
Black Orb: Subject is blinded for 1d4 rounds. Fort negates.
[deals 1d4 negative energy damage/level (Max 5d4)]

Lesser Crystalline Shield - I would have the Lesser Crystaline Shield absorb 5 points of damage each round of any type (up to 5 points of damage/ level (max 50)) rather than supply an armor bonus. This would make it more compatible with other spells like Mage Armor, and, IMHO, better represents what a crystal shard that moves to intercept attacks would do.

Crystalline Orb - same thing as the lesser orb. Should do damage and a negative effect that can be avoided with a save.

Greater Crystalline Shield - same as cystaline shield, but with a higher damage cap and absorption per round. 20/round up to 20/level (max 200)sound good for an 8th level spell.

[EDIT] I also recommend that the crystalline shield spells have an expensive material component (i.e. a 25 gold crystal for lesser shield, 500 gold crystal for greater shield).
 
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(Especially as the "max 10d6" is also the only value).

Lesser Crystal Orb - This spell does very little damage, especially for a 2nd level spell. I recommend adding a special effect on top of the damage for each orb. For example:

I moved the levels of all thease spells up at the suggestion of a collaborator of mine, because of their versatility. the higher level versions of the Orbs do need a damage boost since they are higher level now. But Lesser Crystal Orb I will leave alone, because although in some ways each effect is not optimal, you can choose which one you use. its like having several spells in one. But the other 2 orb spells will get an increase in damage I just forgot to do it.


I would have the Lesser Crystaline Shield absorb 5 points of damage each round of any type (up to 5 points of damage/ level (max 50)) rather than supply an armor bonus. This would make it more compatible with other spells like Mage Armor, and, IMHO, better represents what a crystal shard that moves to intercept attacks would do.

Well, its not really meant to be compatible with Mage Armor. This idea is atractive in some ways and flows well conceptualy, but I'm not sure how it would be balance wise. Your basicaly talking DR. It something I might consider but I'm just not sure if that would be to powerful along with the other functions.


I also recommend that the crystalline shield spells have an expensive material component

I dislike material components in general. For thease spells especialy it seems odd because they create stuff. I dont think they really need it for a balance factor.
 

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