New Spells: Tetra Disaster, Fingolfin's Lightning Blast, Deep Freeze(Edited More)

Merlion

First Post
Alrighty back in a spell writting mood again. I'm in the mood for standard energy damage attack spells...but with a little something to add uniqueness. Fingolfin was my elven Wizard/Air Elemental savant that I played some time ago. He actualy used a slightly different version of the spell posted here.
Tell me what you think


Tetra Disaster
Evocation (Acid, Cold, Electricity, Fire)
Level: Elm 9, Sor/Wiz 9
Components: V, S
Casting Time: 1 full round
Range: Long (400 ft, +40 ft/level)
Area: 40 foot radius burst
Duration: Instantaneous
Saving Throw: Reflex Half
Spell Resistance: Yes

This spectacular spell blasts an area with destructive energy. Everything in the area takes 5d10 points of acid damage, 5d10 points of cold damage, 5d10 points of electricity damage and 5d10 points of fire damage. Creatures may attempt a Reflex save to halve all damage taken.





Fingolfin’s Lightning Blast
Evocation (Electricity)
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft +10 ft/level)
Target or targets: 1 creature, or 1 creature per level, no two of which may be more than 30 ft apart
Duration: Instantaneous
Saving Throw: Fort Partial
Spell Resistance: Yes

Created by the famed elven air mage Fingolfin, this spell can be cast in one of two ways, single target, or multi target.
The single target version blasts the target with a bolt of lightning, dealing 1d6 electricity damage per level (max 15d6) and stunning the target for 1d3 rounds. A Fortitude save negates the stun.
The multi target version affects up to 1 creature per 2 levels, no two of which can be more than 30 feet apart. Each target is blasted with a jolt of lightning, dealing 10d6 electricity damage and stunning the targets for 1 round. A successful Fortitude save negates the stun.



Deep Freeze
Evocation (Cold)
Level: Dru 4, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft +10 ft/level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fort Partial
Spell Resistance: Yes

This spell projects a blast of extreme cold from your hands at a singe target. You must succeed at a ranged touch attack to hit. The blast deals 1d4 points of cold damage per level (max 10d4) and forces the target to make a Fortitude save or be frozen solid for 1 round, and then slowed the following round. A frozen creature cannot move or speak, or take any physical action. Such a character is considered helpless. A successful save means the target is only slowed for 1 round.
 
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Well, Tetra Blast looks just dandy, but about the others... I mean, with the lightning blast there being no way to take, say, half damage makes the spell a good deal better than most in my experience... And that's pretty much my objection to Deep Freeze too. Though if you just say that you can save for half damage, looks good.
 

Well, the both do sub optimal damage for their levels. The single target version of Lightning Blast does 5 dice under the cap for its level, and the multi target does 10 dice under its cap. And its resistable damage
Deep Freeze does its cap for a single target, but its d4s, and does resistable damage.
 

Fingolfin’s Lightning Blast

Why not have the single target version do 10d6 flat? It's fifth level, so it's already doing 9d6 when you can cast it. I think either make it 4th level, or increase the damage cap.

Deep Freeze

Define frozen. AFAIK, it has no definition in the rulebook. Is it like being held? Needs to be explicitly defined. Also, I find it odd that while you can be frozen/slowed for 2 rounds, if you make the save, you're slowed for up to 3 rounds.
 

Why not have the single target version do 10d6 flat? It's fifth level, so it's already doing 9d6 when you can cast it. I think either make it 4th level, or increase the damage cap.

It also has a secondary effect, and the option of being used against multiple targets. Its seemingly frowned upon to have a spell that does the cap for its level in damage and something else.


Define frozen. AFAIK, it has no definition in the rulebook. Is it like being held? Needs to be explicitly defined.

well, in my first drafts, I assume people pretty much get the point. All the little details will get added in.


Also, I find it odd that while you can be frozen/slowed for 2 rounds, if you make the save, you're slowed for up to 3 rounds.

Its still greater effect/lesser effect. Being slowed for 1-3 rounds is lesser than being completely incapacitated for 1 round and then slowed for another round.
 

Merlion said:
It also has a secondary effect, and the option of being used against multiple targets. Its seemingly frowned upon to have a spell that does the cap for its level in damage and something else.
My point being, it only will ever do 9d6 or 10d6 damage, and the former for only one level. May as well make it a flat 10d6 damage, especially since the other effect does a flat 5d6.

well, in my first drafts, I assume people pretty much get the point. All the little details will get added in.
Well, I obviously didn't get the point. :)

Its still greater effect/lesser effect. Being slowed for 1-3 rounds is lesser than being completely incapacitated for 1 round and then slowed for another round.
Eh, I suppose. The fact that you can possibly end up hindered for longer if you make the save still sits poorly with me, even if it is a "lesser" affect.
 
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My point being, it only will ever do 9d6 or 10d6 damage, and the former for only one level. May as well make it a flat 10d6 damage, especially since the other effect does a flat 5d6.

I suppose. I mostly did that to avoid people complaining about it doing 10 dice at 9th level :-)


Eh, I suppose. The fact that you can possibly end up hindered for longer if you make the save still sits poorly with me, even if it is a "lesser" affect.

well, I suppose I could just have it be a one round slow on a success.
 

Tetra Disaster looks pretty cool. 20 d10 damage dice over a 40 foot radius is a bit much though, even for a 9th level spell. I would reccomend 5d8 per element or a reduced area.

Fingolfin’s Lightning Blast is very fun, but way underpowered for a 5th level spell. Look at Cone of Cold and Ball Lightning in comparison. I would have it deal 15 d6 damage in a 10 foot radius burst, reflex save for half and creatures who fail their reflex save must must make a fortitude save or be stunned for d4 +1 rounds.

Deep Freeze is a cool idea. It only hits a single creature though and does damage way below par for a 3rd level spell on top of that. How about this:

Deep Freeze
Evocation [Cold]
Level: Dru 4, Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft +10 ft/level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude Partial
Spell Resistance: Yes

You call forth a chilling beam of ice so cold that it can freeze creatures solid. The ray deals 1 d8 +1 cold damage/level (max 10d8 +10), and the target must make a fortitude save or be frozen solid (helpless) for d4 rounds. After the freeze effect wears off (or if the target saves), the target is slowed for one round per 2 levels. Creatures who are immune to cold are also immune to the freeze and slow effects.

[EDIT] Oops. I forgot to put that if you make the fort save against Deep freeze you would take half damage.
 
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Tetra Disaster looks pretty cool. 20 d10 damage dice over a 40 foot radius is a bit much though, even for a 9th level spell. I would reccomend 5d8 per element or a reduced area

Well, meteor swarm can do 36d6 damage to a single target with no save while doing 24d6 damage to all within 40 feet with a save for half, so I think its ok.


Fingolfin’s Lightning Blast is very fun, but way underpowered for a 5th level spell.

I realize this.

I would have it deal 15 d6 damage in a 10 foot radius burst, reflex save for half and creatures who fail their reflex save must must make a fortitude save or be stunned for d4 +1 rounds.

Not bad, but a different spell. I'm just going to raise the damage.

Deep Freeze is a cool idea. It only hits a single creature though and does damage way below par for a 3rd level spell on top of that. How about this:

Your version is fine, but so is mine I think. It does the cap in number of dice for its level, but its small dice to compensate for the secondary effect and lack of a save.
 

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