New spells, need feedback

ZSutherland

First Post
I'm working on writing a PDF book of 100 new, low level spells, but this is a new sort of project for me, so I would love to get feed back on a few to see if others feel they are balanced and/or worded correctly. I have included eight, one for each school here. While I do plan to publish these when I'm finished with all of them, if you like these consider them a gift in exchange for commentary. If you don't like them, please please please dissect my hours of hard work and tell me where I screwed up. I'm most concerned with what level I assigned them, and the duration on a few, but I'll take any sort of commentary, including what you think you or your nasty players might do to break them. Forgive my lack of bold, italics, and various font sizes. They're rough drafts.

Thanks,
Z

Sabrella's Siren Song
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 1, Sor/Wiz 2
Components: V,S
Casting Time: 1 standard action
Range: Close (25 ft + 5/2 levels)
Target: One living creature
Duration: Concentration, up to 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes

By means of singing audibly at the target, this spell compels the target creature to forsake all other actions and move towards you, taking two move actions each round. The target travels in its most typical manner (e.g. birds fly, fish swim, goblins walk) though it will use other means at its disposal for expedience. For example, a human affected by this spell will climb a wall to get to you, but if he is affected by a fly spell, he will fly. The target is aware enough of his surroundings to avoid terrain hazards, such as a pool of lava, but is not aware of actions surrounding him, so it may provoke attacks of opportunity by passing through threatened squares. The target will approach you via the most direct route afforded it by the above conditions. If it reaches you before the spells duration expires, it will stand in front of and facing you for the remainder of the duration. You may move freely during the casting of the spell, and the target will continue to try to reach you as long as neither you nor the target is farther from the other than the spells range. If you or the target leave the range of the spell, the spell ends. If at any time the target is attacked by anyone, the spell is negated, though the target is considered flat-footed until his next action.


Evenwood's Endless Effluence
Conjuration (Creation)
Level: Bard 2/Clr 3
Components: V, S, M
Casting Time: 1 full round
Range: Touch
Duration: 1 hour/2 levels
Saving Throw: None
Spell Resistance: No

By means of this spell, a single container, no larger than one gallon per caster level, containing non-magical wine or another non-magical alcoholic beverage remains as full as it was at the time of casting. As much may be poured or consumed during the duration as possible without exhausting or lessening the contents, and the beverage remains as potent as it was at the time of casting. When the duration expires, all unconsumed liquid which came from the container disappears, including the original amount that existed prior to casting. If the container is broken before the duration expires, the spell ends and all unconsumed liquid dissapears.
Material Component: A pinch of wheat sprinkled in the container.

Fiery Hands
Evocation [Fire]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet/2 levels)
Effect: One hand of fire
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes

A hand shaped flame springs into existence and attacks opponents at a distance as a melee touch attack , as you direct it, dealing 1d4 fire damage, plus 1 point of fire damage per level (maximum +20 at 20th level). It strikes the opponent you designate starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your base attack bonus (possibly allowing multiple attacks in subsequent rounds) plus your Intelligence modifier as its attack bonus. The hand cannot ignite flamable materials and it illuminates the same area as a torch. It strikes as a spell, not a weapon, so for example, it can damage creatures that have damage reduction. The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one. Neither your feats (such as Weapon Focus) nor your combat actions affect the hand. If the weapon goes beyond the range, or if it goes out of your sight, the spell ends.
Each round after the first you can use a move action to redirect the hand to a new target. If you do not, the hand continues to attack the previous round's target. On any round that the hand switches targets, it gets one attack.
The spell is incorporeal and thus cannot be harmed by normal weapons. It has improved evasion (half damage on a failed Reflex save and no damage on a successful save), your base save bonuses, and an AC equal to 10 + 4 (size Diminutive) + 1/2 your caster level as a deflection bonus. Your Intelligence modifier applies to the hand's AC as if it were the hand's Dexterity modifier. The hand is immune to fire damage. The hand has 1 hit point per caster level, and is vulnerable to cold attacks (taking 50% more damage from such effects, regardless of whether a saving throw is allowed, or if the save is a success or a failure). If its hit points are reduced to 0, the spell ends.
Material Components: A dash of magnesium.

Reflective Sphere
Abjuration
Level: Clr 3, Sor/Wiz 3
Components: V
Casting Time: 1 free action
Range: Personal
Target: You
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: None

Upon casting this spell, you are surrounded by a reflective sphere of protective energy. While the sphere does not impede your own vision, all others see only the reflection cast by the sphere, as though it were an orb shaped mirror. While the spell is in effect, any gaze attack that would normally require a saving throw from you is, instead, redirected towards the attacker. If the attacking creature fails the saving throw, it is affected by its own gaze as normal. While creatures with gaze attacks have immunity to gaze attacks from their own kind, this spell deprives them of that immunity. All other aspects of the attack, including its save DC are unchanged. This spell function versus both supernatural gaze attacks and gaze attacks gained via spells.
This spell does not impede your ability to communicate or cast spells. You can cast this spell with an instant utterance, quickly enough to save yourself if you encounter a creature with a gaze attack. Casting the spell is a free action, like casting a quickened spell, and it counts towards you normal limit of one quickened spell per round. You may even cast this spell when it isn't your turn.

Insight
Divination
Level: Bard 2, Sor/Wiz 3
Components: V, S, M
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: Instantaneous

By means of this spell, you gain insight into the past, by exploring the knowledge of others. The spell confers an insight bonus equal to the your caster level (maximum +10) to a single use of any Knowledge skill, or the Bardic Knowledge ability or similar ability. Upon completion of the spell, you voice your query aloud as a verbal component and make the check as normal adding the spell's bonus. If your check fails to produce the knowledge you sought, you may attempt the spell again, but all subsequent uses of the spell involving the same question allow only the roll of a d20 plus the modifier conveyed by the spell, ignoring your Intelligence modifier and any ranks or other bonuses (including levels in the case of Bardic Knowledge). You may attempt the spell again, as normal, once you have gained a level, provided that your normal modifier to the skill or ability in question has improved.
The spell does not allow you to gain information which cannot normally be gleaned by means of the relevant skill or ability (such as the current location of a specific creature, or who killed the duke), but only expands your knowledge of the subject at hand. Thus, asking about a specific magic item, the spell might allow you to learn its history and the abilities it is perceived to possess, but any hidden abilities, number of charges, or specific bonuses granted by the item.
Material Component: Incense, which must be burned during the casting, costing no less than 50 gold pieces.

Phantasmal Foes
Illusion (Phantasm) [Fear, Mind-Affecting]
Level: Bard 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet/2 levels)
Target: One living creature
Duration: 1 round/level (D)
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: Yes

You create in the target's mind, a phantasmal image of whatever foes would be necessary to constitute a fight for the creature's life. The target will stand in his current location battling the phantasms. While the target remains aware of his surroundings, and is not helpless, it will not engage anyone else in combat for the duration of the spell. Furthermore, it is distracted by the phantasms suffering a -4 penalty to all Listen, Spot, Search, and Sense Motive checks.
The spell deals no damage to the target and cannot harm it in any way, but if the target fails its initial saving throw by rolling a natural 1, it believes it has died as a result of the attack, falling to the ground, prone and helpless for the remaining duration of the spell. Any actual attack aimed at the target during this time allows it a Will saving throw to disbelieve in its own death, even if another saving throw has already failed. If it succeeds, it is no longer helpless and the spell ends, but it is still prone.

Touch of Pain
Necromancy
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One living creature
Duration: 1 round/level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes

Imbuing you with negative energy, this spell allows you to inflict terrible pain on a single living creature for the duration of the spell with a successful melee touch attack. The affected creature suffers a penalty of -4 to attack rolls, saving throws, and ability checks.
Additionally, having failed the saving throw, the target is considered flat-footed until his next action. Any attempt by the target to cast spells or use supernatural or spell-like abilities requires a Concentration check by the target with a DC equal to the saving throw for this spell +2.

Spike Skin
Transmutation
Level: Sor/Wiz 2
Components: V
Casting Time: 1 round
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless), no
Spell Resistance: Yes (harmless), no

When cast this spell causes sharp spikes of bone, steel, stone, or whatever similar, common material you desire to grow out of the targets skin. The spikes pass through any clothes or armor the target is wearing without damaging them. For the duration of the spell, any unarmed melee attack or melee attack made by natural weapons that hits the target automatically deals 1d6 points of damage + 1 per 3 levels (to a maximum of +5 at 15th level) to the attacker. Furthermore, any successful grapple check made by or against the target also automatically deals this damage against the target's opponent in the grapple. The spikes are too unwieldy for the subject of the spell to use them as a weapon in attacks.
This spell deals damage as a weapon and is therefore subject to damage reduction. However, only the target of the spell receives a saving throw and only the targets spell resistance (if any) opposes the spell. Anyone damaged by the spikes receives neither a saving throw nor benefit of spell resistance to avoid the damage.
 
Last edited:

log in or register to remove this ad

Just My thoughts.

Evenwoods Endless Effluence.

I would make all unconsumed liquid dissappear at spell end or you have to worry about the long duration since you could ruin the wine industry with free wine by the 500 gallon tank.

Fiery hands.

I would make damage 1d6 and cap it at 10 or 15. Not sure what the caster level cap is atthat level.
I would change the saves to say Base saves of caster which is what most spells use.
Change the Ac to explain why it is what it is. Just don't assign a base ac. Say it is 10 + 3 size modifier plus a defelection bonus of 1/2 caster's level (Max +5) + Caster's casting stat as a dodge bonus (Not sure how thatis worded but there is a correct way to word that so int for wizard and cha for sorc.)

reflective sphere
Make it a swift action for you to do it as a free action on your turn or an Immediate action (I think is the term) to do it as a reactionary spell (like feather fall) That's the new terms they are using.

Insight
Make the spell use a material component maybe 50- 100 gp. This will keep its use outside adventuring controlled. Why hire a sage or research in alibrary when you can just cast this spell. Still makes it worth it for that in the dungeon need to know roll. I would also cap the bonus at 10 or 15 maybe. And even if the spell is named insight make sure you name the bonus an insight one since that will stack with most other skill bonuses commonly available.

Phantasmal foes may be a little much

The falling prone and helpless makes it a killer spell. Also when does that happen. There are no clear guidlines, unless I miss read, that says when they think the phantasmal opponent killed them. I would look to phantasmal killer and modifiy if you were shooting for a weaker versionof that spell. I like the idea just the execution is a little iffy.

Touch of pain.

Cap may be a little high. I know it mirrors ray of enfeeblement trading spell level and range for the cap but still not sure if that is enough. Imagine this spell maximized or empowered. YOu could seriously cripple someone with it pretty fast. Dex scores are do not rise as high up in the higher cr's as strength does.
I would also change the language on the 2nd paragraph from has successfully cast to after having failed the saving throw. I mean the way it actually reads if I cast it your flatfooted. :)
You might want to note if this is a charged spell. I assume the duration is for the effect not how many attacks you can make.

Does Spike Skin allow for some attack. Ie is the target armed witha natrual weapon now. If so you could make it do 1d4 or their normal natural attack damage with a 1d4 bonus. Just an idea.

I hope I haven't been discouraging. Overall the spells are pretty cool and well designed. I am just trying to help out. I know when I tried to do the same thingno one even bothered to post to my thread which sucked so I thought I would at least do that much.

Later
 

One twist on the phantasmal foes is to make it a "Shadow" spell and the real purpose of the shadows is to feed off of fear. If anyone tries to attack the prone "dead" character, the shadows get angry someone is trying to ruin their fun and will spontaneously switch targets to attack that person as long as the spell is in effect...I think this might balance the spell out...

I like your description on Siren's call a lot. I had a similar spell "beckoning" IMC, and I think your execution of the same idea is better. *yoink* Thanks!
 

Shallown said:
Just My thoughts.

Precisely what I requested. :)

Shallown said:
Evenwoods Endless Effluence.

I would make all unconsumed liquid dissappear at spell end or you have to worry about the long duration since you could ruin the wine industry with free wine by the 500 gallon tank.

Reduced duration and added a maximum size to the container of 1 gallon per level. All unconsumed liquid now dissappears at the end of the duration, including the original amount.

Shallown said:
Fiery hands.

I would make damage 1d6 and cap it at 10 or 15. Not sure what the caster level cap is atthat level.
I would change the saves to say Base saves of caster which is what most spells use.
Change the Ac to explain why it is what it is. Just don't assign a base ac. Say it is 10 + 3 size modifier plus a defelection bonus of 1/2 caster's level (Max +5) + Caster's casting stat as a dodge bonus (Not sure how thatis worded but there is a correct way to word that so int for wizard and cha for sorc.)

Did not alter damage text because, as a 3rd level evocation, it's competition is fireball and lightning bolt. Unlike those, empowering or maximizing this spell is a waste, since it would only deal 26 damage per strike, which is only 3.5 points more than average. Also, unlike those it can only harm one target per round. At 20th level, it should do more damage over the course of 20 rounds than an empowered maximized maximized fireball, but it will take it many many rounds to do so, and combat rarely lasts that long.

Shallown said:
reflective sphere
Make it a swift action for you to do it as a free action on your turn or an Immediate action (I think is the term) to do it as a reactionary spell (like feather fall) That's the new terms they are using.

Couldn't quite figure out what you meant here, but I just took the wording pretty much straight from feather fall.

Shallown said:
Insight
Make the spell use a material component maybe 50- 100 gp. This will keep its use outside adventuring controlled. Why hire a sage or research in alibrary when you can just cast this spell. Still makes it worth it for that in the dungeon need to know roll. I would also cap the bonus at 10 or 15 maybe. And even if the spell is named insight make sure you name the bonus an insight one since that will stack with most other skill bonuses commonly available.

Capped the bonus at +10 and changed it to an insight bonus. Excellent call.

Shallown said:
Phantasmal foes may be a little much

The falling prone and helpless makes it a killer spell. Also when does that happen. There are no clear guidlines, unless I miss read, that says when they think the phantasmal opponent killed them. I would look to phantasmal killer and modifiy if you were shooting for a weaker versionof that spell. I like the idea just the execution is a little iffy.

You're absolutely right. I know what I intended this spell to do, but I just couldn't make it come across the way I wanted it to. Overhauled it pretty thoroughly. Should be more palatable. Now, only prone & helpless on a roll of natural 1 on save.

Shallown said:
Touch of pain.

Cap may be a little high. I know it mirrors ray of enfeeblement trading spell level and range for the cap but still not sure if that is enough. Imagine this spell maximized or empowered. YOu could seriously cripple someone with it pretty fast. Dex scores are do not rise as high up in the higher cr's as strength does.
I would also change the language on the 2nd paragraph from has successfully cast to after having failed the saving throw. I mean the way it actually reads if I cast it your flatfooted. :)
You might want to note if this is a charged spell. I assume the duration is for the effect not how many attacks you can make.

Overhauled this one as well, following the example of Symbol of Pain with some minor adjustments. Corrected the second paragraph wording, excellent call. Couldn't figure out how to note it was a charged spell. I checked several touch spells in PHB but couldn't find an example. That is my intention, though.

Shallown said:
Does Spike Skin allow for some attack. Ie is the target armed witha natrual weapon now. If so you could make it do 1d4 or their normal natural attack damage with a 1d4 bonus. Just an idea.

I didn't do this as I felt the spell was powerful enough in its own right as a primarily defensive spell, and I could just hear people screaming about a spell that adds damage to a monks unarmed attacks, but I did clarify the wording to state that you couldn't do this.

Shallown said:
I hope I haven't been discouraging. Overall the spells are pretty cool and well designed. I am just trying to help out. I know when I tried to do the same thingno one even bothered to post to my thread which sucked so I thought I would at least do that much.

On the contrary, this is exactly the sort of response I wanted. If I had 10 more people responding similarly, I'd be in good shape. ;) Thanks for the time, and let me know what you think of the corrections.

Quickleaf - Check the updated version, but I'm glad you liked it. The reason I didn't go with Shadow is that those sorts of spells can actually damage someone, and I thought that would be too much for the level of the spell.

Z
 
Last edited:

Liked the changes. They balance things out somewhat and close up loop holes.

The Sphere wording is something I got from the Complete arcane. They are defining two kinds of Free actions.
Swift - free actions you can do on your action only
and
Immediate (I think they are called) - Free actions you can do at any time such as feather fall.

Its just a matter of making these spells like the SRD ones or writing them using the latest terminology. Either is fine.


Fiery hands is okay. Not sure I would take it until much higher levels as the damage potential is iffy. Might do it if it was say a force effect versus a fire spell. That is more from a player prospective not as a GM. As a GM the spell is fine but compared to a fireball... Maybe. :)

Yeah I guess touch spells aren't always noted as charged spells. You think they would have made a better distinction.

Touch of pain is much better that way. Though I wonder if it is more a 3rd level spell. Compare it to bestow curse which can do almost the same thing, Bestow has a little more flexibility and a much longer duration but combats don't last too long as you have said. You might want to think on it a little. I like how it mirrors Symbol of pain though.

Spike skin is fine the way it was, just picturing it seems like it would help natural attacks. Maybe just a +1 damage modifier. Not enough to be a deal breaker but enough to say the spell makes spikey things on your skin. either way would be balanced I am just thinking flavor wise I would expect some bonus to natural attacks.

Later I'll check back
 

I think that Siren Song is just a tad over the top, but maybe not... It is roughly on par with sleep, with less of a duration....

What happens if the wine or alcohol that you were to cast Evenwood's spell on is also a potion or magical in someway? What happens to stuff that is taken in cups or otherwise seperated? What if the keg is split? I supose thats more DM ajudication then necessary rule.

The Reflective spell: What happens if they are attacked normally? Can you communicate with other whilst the spell is up?

I really like Phantasmal Foes!

Maybe touch of pain should be evil, and I reckon that thr Spikes spell should be made into a personal spell, cool though.
 

Shallown, thanks again for the critique. Tweaked Touch of Pain such that it no longer requires a Concentration check for skill checks and lowered the bonus on the Concentration DC to +2 instead of +4. I think it's considerably less powerful than bestow curse since it doesn't allow you the options that spell does and can be dispelled or waited out instead of requiring a higher level spell fix such as remove curse. Admittedly, it may last longer than a single combat at higher levels, but it will wear off, and it impedes spell casting much less than a -6 to your casting stat would.

Ferret - Thanks for the pointers. I'm glad you like Phantasmal Foes. Feel free to snag it. I clarified the wording some on Evenwood's Everlasting Effluence. The intent of the spell is that any amount of liquid not consumed at the spells end disappears no matter where it went to prevent low level wizards from setting up overly profitable wine shops. ;) See if the new description clarifies that. I also added a line to Reflective Sphere about communication and spell-casting.

As for Sabrella's Siren Song, what makes you feel it is overpowered? It is higher level than sleep, and though it has no HD cap like sleep, it only affects one creature and doesn't leave them helpless like sleep will. In many ways its less powerful directly, but it allows for some clever uses, such as walking the target over a trigger plate on a trap or a silent image covering a pit trap. As for Spike Skin, what makes you feel it should be personal? Do you see some way it could be abused, as it is? Please let me know, and I'll take your comments under advisement.

Z
 

Sabrella's Siren Song is on par with Hideous Laughter from the 3.5 SRD, I think. SSS requires concentration and is ended if the subject is attacked, leaving the subject flat-footed until their next turn though if they are attacked. By comparison, Hideous Laughter does not require concentration, does not allow the target any actions, and leaves the target prone but not helpless, regardless of what folks may do to the target (the subject can be attacked repeatedly and will remain prone and inactive). Sabrella's Siren Song is limited to living creatures only, whereas Hideous Laughter simply gives the subject +4 on their Will save if they aren't the same general creature type as the caster. SSS is better against non-humanoids basically, compared to Hideous Laughter, and leaves the subject susceptible to a Sneak Attack or something, but doesn't leave the subject vulnerable to multiple attackers. I don't think it should be 1st-level for Bards though, since it's only perhaps slightly less potent sometimes than the 2nd-level spell Hideous Laughter.

Evenwood's Endless Effluence seems fine I suppose, aside from a few little issues.... If the container is a barrel or something, it can basically produce a downpour of ale or whatnot if held with the top open and facing down. You could also just cut a big whole in whatever the container is, and it will produce a ton of ale or whatnot gushing out.... If not for the fact that alcohol burns (right?) I'd be worried it hedges out the Decanter of Endless Water for purposes of putting out fires and such. Not sure if this endless downpour from a barrel or other somewhat-large container could be a problem in some situation, but perhaps. Obviously the spell doesn't work if the container is broken, but it does apparently work if the container simply has a hole or crack in its side or whatnot.

Fiery Hands is superior to the much-used 2nd-level cleric spell Spiritual Weapon, but I suppose it's fair considering that Fiery Hands is 3rd-level and arcane (sorcerers and wizards have the most efficient/effective attack spells anyway). Oddly, you don't mention the fiery hand to be immune to fire, you only say that it's vulnerable to cold.... O_o Also, make sure that the spell description specifies that it deals fire damage with each attack. Also, you should note if the fiery hand is capable of setting things on fire or detonating combustibles, and how; does a stricken character have to roll to avoid having their clothes set on fire, for instance, or does the fiery hand only set objects aflame if it strikes the flammable/combustible objects specifically? Is Fiery Hands going to worry folks who wear a Necklace of Fireballs? {:^D
 
Last edited:

Arkhandus -

Actually, Hideous Laughter is a Bard 1 spell in PHB. Since this is similar in power level, I assigned it the same level.

I'll add a line to Evenwood's about breaking the container, but I'm not sure what I should or could do about a hole in the container. Most alcoholic beverages in fantasy games (wine & ale and such) are so little alcohol by content that they could easily put out a fire, but it seems like a waste of a second level spell to use it for such purposes. Further suggestions?

Good calls all around about Fiery Hands. I'll make it immune to fire, state that it does not ignite stricken creatures and it cannot ignite unattended combustibles, since they are not opponents, and by the spells description, it cannot be be directed to attack anything but opponents. Will also clarify the damage description.

Thanks for the help.

Z
 

ZSutherland said:
As for Sabrella's Siren Song, what makes you feel it is overpowered?
Dungeon Master Sense. Like Spidey sense, except more nerdy. It look oke now you've said more about it.

The point I was trying to make about Reflective Sphere is, is it an actual sphere you can touch? Can others move through it? Does it help against being attacked? Concealment?

Good calls on the other spells.
 
Last edited:

Pets & Sidekicks

Remove ads

Top