New Spells: Seal Power, Reflect Harm, Bounce

Merlion

First Post
I have had sudden swell of inspiration for anti-magical and magic reflecting spells. heres the first few.


Seal Power
Abjuration
Level: Mys 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 full round
Range: Close (25 ft, +5 ft/2 levels)
Target: 1 creature
Duration: 1 minute/level
Saving Throw: Will Negates
Spell Resistance: Yes

This spell temporarily seals the magical powers of a creature. The target is unable to cast spells or use spell-like or supernatural abilities for the duration of the spell. The target can still use magic items normally. A successful Will save negates the spell. The spell only affects abilities that are activated; passive abilities, such as Damage Reduction, are not affected.


Reflect Harm
Abjuration
Level: Mys 6, Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action.
Range: Personal
Target: You
Duration: 1 minute/level or until discharged

This spell wards you against magical damage and reflects it back upon the caster. Whenever you would take hitpoint damage from a spell, you remain unharmed and the caster of the spell takes whatever damage you would have taken. The spell can absorb up to 10 points of damage per caster level, to a maximum of 150 points.


Bounce
Abjuration
Level: Mys 4, Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action.
Range: Personal
Target: You
Duration: 1 minute/level or until discharged

Casting this spell creates a mystical ward around you that reflects the next magical attack you suffer back at its caster. The next time you would be effected by a damaging or detrimental spell of 6th level or less, instead of having its normal effect it has whatever effect it would normally have on its caster alone.
For instance, if an enemy wizard cast Polymorph Other on you, he himself is instead subjected to the spell. If he casts a Fireball that would deal damage to you, it never goes off and he instead takes whatever fire damage his fireball would have done.
The spell effects on a single spell of 6th level or less per casting.
 

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Interesting ideas. However, Bounce and Reflect Harm are basically versions of spell turning so you should use that as a yardstick; Reflect Harm, at least, is way too powerful on its face.

Seal Power is also too good imho. You're talking about utterly disrupting a pc for longer than one combat there! I'd make it 1 round/level and increase it to 9th level.
 

Interesting ideas. However, Bounce and Reflect Harm are basically versions of spell turning so you should use that as a yardstick; Reflect Harm, at least, is way too powerful on its face

How so? Spell Turning reflects death effects and mind control, Reflect Harm reflects damage. And Bounce does only one spell.

See, I have issues with Spell Turning. In previous editions, it actualy lived up to its name. It could turn most spells. In 3rd edition however, they took most of that away but left it at the same level.
Now, Spell Turning defends against the big high level threats: Save or die spells. (not even all of them though, it wont work on Disintegrate or the clerical touch attack death spells). Reflect Harm's area is the threat at lower levels...damage. but it does the same thing with damage that Spell Turning does with save or dies.
Really the more I think about it lately, Spell Turning is sort of crappy. Its 7th level, and essentially the only spell reflection spell in the PH. But it only affects a very narrow range of spells. And it only affects a certain number of spell levels of spells
The only reason its a must have is because its one of the only effective defenses mages have against Fort-save based death spells and the like.
I find the fact that it doesnt affect Rays especially silly. Although that may be because Rays should maybe be Targeted instead of Effect spells.



Seal Power is also too good imho. You're talking about utterly disrupting a pc for longer than one combat there! I'd make it 1 round/level and increase it to 9th level.

Woah there! Stop and think a second! Feeblemind does worse to a PC, inflicts a penalty on their save and its PERMANENT. This spell is less effective against spellcasters than feeblemind, because it has a duration. However unlike feeblemind, its useful against creatures with spell like and supernatural abilities, so it evens out.
 

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