New spells ranging form 1st to 9th level.

Timothy

First Post
I want my char to be more customized, so I decided to make some spells. They are all themed as Force. My cha's name is Kahn Forcer.


I Would like some feedback on my spells, because I'm not sure about letting them into the campaign.


This are the spells

Kahn’s Force Spells

Kahn’s Force Bullets
Evocation, Force
Level: Sor/Wiz 1
Components: V, S, F
Casting Time: 1 action
Range: Close (25 Ft. + 5 Ft. / 2 levels
Target: 1 Creature / Object
Duration: Instantaneous
Saving Throw: Fortitude Half
Spell Resistance: Yes

When Kahn’s Force Bullets is cast 2 bullets of force + 2/ casterlevel (max 20 bullets) materialize in front of the caster. Bullets of force consist of air that is pulled together to one spot to create an almost solid object. When the bullets materialize, the caster points out 1 creature (which he must see) and the bullets will then shoot away at that creature. Each bullet inflicts one hitpoint damage and hits automaticly. Because of the nature of force energy, targets do not get a reflex bonus but a fortitude bonus to resist damage from within, rather then just dodge it.
Focus: Amulet of force.

Kahn’s Stunning Forceball
Evocation, Force
Level: Sor/Wiz 2
Components: V, S, F
Casting Time: 1 action
Range: Medium (100 Ft. + 10 Ft.)
Target: 1 Creature / Object
Duration: Instanteneous
Saving Throw: Fortitude, see text
Spell Resistance: Yes

When Kahn’s Stunning Forceball is cast the caster points out 1 creature (which he must see). In the first round of the spell a ball of force materializes behind that creature. In the second round (on the initiative the speel was cast) the strikes on a critical spot, causing 1D6 / 2 casterlevels (Max 5D6) of damage. Because it strikes a critical spot the creature can become stunned for 2 rounds on a failed fortitude save. On a succesful fortitude save the creature gets only half damge and doesn’t become stunned. Creatures or objects immune to crital attacks are not affected by the stunning effect.
Focus: Amulet of force

Kahn’s Multiple Forceballs
Evocation, Force
Level: Sor/Wiz 3
Components: V, S, F
Target: up to 5 creatures

As Kahn’s Stunning Forceball, but affects 1 creature / 2 casterlevels (Max 5 creatures)
Focus: Amulet of force

Kahn’s protecting Sphere
Evocation, Force
Level: Sor/Wiz 4
Components: V, S, F
Casting Time: 1 action
Range: Medium (100 Ft. + 10 Ft.)
Target: Touch
Duration: 2 Minutes/level
Saving Throw: No
Spell Resistance: Yes

This spell creates a force sphere of shifting air. It acts just like a shield spell, but then on all sides. (still provides only cover because of shifting air)
Focus: Amulet of Force

Kahn’s Wall of Force
Evocation, Force
Level: Sor/Wiz 5
Components: V, S, F

As Wall of Force, described on page 269 of the Players Handbook, except that uses a Focus component instead of a material component.
Focus: Amulet of Force

Kahn’s Forcing Sphere
Evocation, Force
Level: Sor/Wiz 6
Components: V, S, F
Casting Time: 1 action
Range: Medium (100 Ft. + 10 Ft.)
Target: 1 Creature / Object
Duration: Instanteneous
Saving Throw: Fortitude Half, see text
Spell Resistance: Yes

When Kahn’s Forcing Sphere is cast, a sphere of force materializes around a subject. In the first round this spell is cast the sphere acts as barrier that blocks incoming solid objects but also prevents anything solid from through it, thus protecting but also trapping the victim inside. In the second round, in the second round (on the initiative the round was cast) the sphere suddenly implodes, dealing the Creature 1D8 points of damage / casterlevel (max 15D8). The creature does not get a save against the first affect but does get a Fortitude save fot half damage.
Focus: Amulet of Force

Kahn’s Forcecage
Evocation, Force
Level: Sor/Wiz 7
Components: V, S, F

As Wall of Force, described on page 207 of the Players Handbook, except that uses a Focus component instead of a material component.
Focus: Amulet of Force

Kahn’s Crushing Force
Evocation, Force
Level: Sor/Wiz 8
Components: V, S, F
Casting Time: 1 action
Range: Medium (100 Ft. + 10 Ft.)
Target: 1 Creature / Object
Duration: Special, see text
Saving Throw: Fortitude, see text
Spell Resistance: Yes

When Kahn’s Crushing Force is cast air is pulled together above one creature to create an object of force that has enough weight to crush an opponent, when enough air is sucked together, the crushing force will be ‘dropped’ on the creature. The Crushing Force will always move with the creature. It doesn't work if there isn't any space left above the creature. The creature is allowed a Fortitude save or die. A succesful save means the creature just takes damage, according to size. The time that it takes to form the force also depends on size.

Damage and time according to size.

Up to small: On the round of casting, 5D6 dmg
Medium to huge: 2 rounds after casting, 10D6 dmg
Gargantuan to Colossal: 4 rounds after casting, 20D6

Focus: Amulet of Force


Kahn’s Vacuüm
Evocation, Force
Level: Sor/Wiz 9
Components: V, S, F
Casting Time: 1 action
Range: Medium (100 ft+10/level)
Area: A 30 ft by 30ft by 30 ft cube
Duration: Instantaneous
Saving Throw: Fortitude, see text
Spell Resistance: Yes

When this spell is cast, A vacuüm is created by pulling all air in an area to a certain point. All creature in the area must make a fortitude save or die. If the save is succesful you survive the initial shock and air flows back in, so no further danger is sustained.
Focus: Amulet of Force


Amulet of Force
(Magic Item)

This amulets only function is to allow the user to cast all of Kahn’s force spells. The process of making the Amulet is only known to Kahn Forcer.
 
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Okay, a few things.

The low level spells seem okay to me, power-wise. I'm not sure how the force bullets stack up against magic missile, but it has nifty flavor...though I'd still recomend a Ref save for half. That's strictly based on my visualization of the spell effect though, so I shan't quote that as a flaw. :)

One thing I'd suggest however is that you be wary about confusing "force" effects with this idea of compressing air. In D&D a force effect is a very specific thing, a manifestation of raw magical energy. It may seem a purely superficial complaint, but really it's not. Air doesn't extend into the ethereal plane, for example...and therefore these spells, despite having the Force type, wouldn't be able to bypass incorporeal miss chance or strike into the ethereal like most force effects can.

Finally, the 9th level vacuum spell strikes me as a little odd. Drawing all the air out of a 30' cube instantly kills everything in that cube? I can see they'd start suffocating, sure...and it'd act like a Silence to boot! But actually dying would take more time, I'd think. It's not really overpowered...it's on the same level as Wail of the Banshee and Weird...but the concept seems odd.

Otherwise, it's cool. I enjoy force spells too!
 

Thanks for your reply. I went with the Fortitude save because most spells have a reflex and I wanted to do something different, and if I implement force as being raw magical power (which is a very good suggestion ,thx) it makes even more sense.

The 9th level one is indeed strange because I knew I wanted an instan kill attack, but just couldn't figure out how to do it. This is how I came on the idea of force being air. I'll probarly go with something like the Crushing force spell, but then on more creatures.

Thx for your opinion, With some final tweaks, I'm gonna implement them in tonoghts game.
 

I think he meant for the concept to be that the vaccuum was suddenly created. As in outer space.

Think explosive decompression. The spell would work for the same reason that in my campaign when someone teleports, there is a loud BANG as the air around them rushes in to fill the space where they stood a nanosecond ago. Kind of like a sonic boom.
 
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