New Spells

Libra

Type: Divination
Level: Sor/Wiz 4, Clr 4, Pal 4
Components: V, S, F
Casting Time: 1 standard action
Effect: Information that's normally hidden is revealed.
Range: 50ft + 5 per level
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

Focus: A monocle or a small set of scales.

If the targeted monster fails his or her save, the caster and anyone she chooses immediately gains abstract (game) information about the monster as of that moment, such as its level (or hit dice), hit points, armor class, special abilities/weaknesses, and ability scores. She can share that information with other party members in a way they can understand.

Alternate Libra


Caster Level 10 or less: One can discern creature type, resistances, ability scores and health (HD/HP, or some verbal descriptor of wound status if preferred), or weaknesses.

You can discern one extra quality per two caster levels past 10.


Ability score discernment:

1-4 Dismal
5-8 Weak
9-12 Average
13-16 Strong
17-20 Superb
21+ Incredible

Break the Fourth Wall

Type: Divination
Level: Sor/Wiz 7, Clr 7
Components: V, S, F
Casting Time: 1 round
Effect: Information that's normally hidden is revealed.
Duration: 10 minutes + 1 per caster level (max 30)
Saving Throw: Will negates (harmless)
Spell Resistance: No

Focus: A pair of six-sided dice

Upon speaking this spell, the caster's mind becomes able to process completely abstract concepts that are normally alien to mortal minds. She immediately
gains knowledge of game concepts such as levels, hit dice, hit points, base attack bonuses, special abilities/weaknesses, armor class, ability scores and difficulty
class. In addition, she can discern these stats for any monster she comes across at will (as per the libra spell), as well as the DC for any event or item that requires a DC.

Finally, she is aware of all die rolls. The caster is able to share all knowledge gained by this spell with other members of the party in a way they can
understand.

Alternate: Greater Libra

You gain Spell-like ability: Libra, at will, for this spell's duration. In addition, you are aware of skill check and saving throw results.

Vampiric Syphon

Type: Necromancy
Level: Sor/Wiz 7, Clr 7
Components: V, S
Casting Time: 1 standard action
Range: 25ft + 5 per 2 levels, ranged touch, one monster
Effect: Absorb hp from a monster
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

As Vampiric Touch, but as a ranged-touch attack instead of a melee touch. In addition, the damage is extended to 1d6/level (max 20d6).

Siren's Song

Type: Enchantment/Compulsion/Mind Affecting
Level: Brd 6
Components: V
Casting Time: 1 minute, special.
Area: 50ft/caster level surrounding caster
Effect: Mass compulsion
Duration: 1 minute + special
Saving Throw: Will special
Spell Resistance: No

To start the spell, the caster makes a perform check. The result of that check becomes the Save DC for any will saves that happen after the check. On success, the caster breaks out into a song of his or her choice (RP optional). After one minute, everyone within earshot, who is capable of song, who has heard the song for at least one round must make a Will save at the above mentioned DC, or join in the song. People who are singing in this fashion are treated as being fascinated, except where noted in the spell text.

Affected monsters, unless decided by the caster, can (depending on the caster's choice) only sing, continue their previous actions, or perform actions relevant to the song, as if they were in a musical.

At the end of each minute in which the song is going on, you must make another perform check, and each monster affected, along with anyone within 25 ft of anyone singing at that time, must oppose that check with a Will save. Anyone who passes the save is freed of the compulsion. The caster can stop singing at any time.

Edit:

Quick

Type: Transmutation
Level: Sor/Wiz 8, Clr 8
Components: V, S
Casting Time: 1 standard action
Range: 25ft + 5 per 2 levels, ranged touch, one monster
Duration: Until the target's next turn
Saving Throw: None
Spell Resistance: Yes

The target gains two full turns on his next initiative order turn instead of one.

Maelstrom

Necromancy
Level: Sor/Wiz 9, Numbers 9
Components: V, S
Casting Time: 1 round
Range: You are the point of origin.
Area: 50+5 per 2 levels
Duration: Instantaneous
Save: Fort partial
Spell Resistance: No

This spell evokes a wind of pure negative energy that buffets all in its path severely. All opposing creatures that fail their fortitude save are reduced to their Hit Dice in HP (unless they are already below that). A successful save for a creature means that this spell simply cuts their current HP in half (down to the above-mentioned HD value). Undead within the spell's range are immune.
 
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I see there's a bit of a Final Fantasy influence here. I approve. :)


Libra: I like the concept, however the effect needs more defining, and perhaps some toning down. You would get a mess of info with every casting, seems like overkill. Set a single parameter to discern information about, such as creature type, resistances and weaknesses, etc. Higher caster levels can let you choose multiple parameters at once. And rather than give numeric results for things like ability scores, make them more general. Something like weak/average/strong/etc for ever 4 points or levels.

Break the Fourth Wall: I, uh, don't like the concept, but whatever floats your boat. ;) Balance-wise, this is similar to Libra in that is too open ended in terms of effect, only moreso. I would give this at most the ability to freely use the effect of libra every round of it's duration. Maybe also the ability to be aware of skill checks results and saving throws for things like enchantments. It isn't a balance issue, but I strongly recommend you change the name and description of the spell to retain some measure of verisimilitude.

Vampiric Syphon: Not bad, the healing low enough compared to heal. But the healing is a bit much for arcane casters, and the damage is too good for a divine spell, so I'd bump up the spell level to 7. It might work at level 6 with a fort save for half though.

Siren's Song: Kinda sorta balanced maybe? It's a bit unusual... the effect is strong but the duration makes it little good for combat. The effect needs to be better defined as far as actions that can be taken by the targets. I'd also consider making this bard only and/or requiring perform checks, since it does involve actually singing.

Quick: Two full actions is too much at any spell level, for much the same reasons that old haste was nerfed. Either the effect needs to be sharply reduced to one extra move action per round, or the duration needs to be cut to one round only. The latter is a better fit if it is based on the Final Fantasy spell of the same name.

Maelstrom: The spell is should be arcane than divine, but otherwise looks balanced enough compared to wail of the banshee. Have it subject to spell resistance, make the range the standard 25ft+5ft/2 levels and you're good. I'm not familiar with the numbers domain, but I'd generally allow it as a 9th level domain spell.
 

Exen Trik said:


Libra and BT4W were designed as part of a world (the realm of Stagnetia) where game concepts are relatively common knowledge, for a specific campaign (that is partly comedic in nature). They'll be fairly easy to tailor to general use.

BT4W can become "Greater Libra" for flavor, and Libra can be changed as suggested. I've written up the more serious versions as per your suggestions.

Quick will be tailored as suggested.

Maelstrom will be arcane, and domain-specific for the divine casters.

Finally, my version of the numbers domain was my own creation, for the above campaign.

Thanks! :D:D
 
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Exen Trik said:
No problem! Have fun with your wacky campaign. :)

In addition to the humor factor, a key plot angle is that it was knowledge lost to the ages less than 200 years ago due to that realm being destroyed by the BBEG, and the campaigners are shunted back to 200 years ago, and that realm, as the result of a planar anomaly. A DM-run character in it is a cleric who joins the team, who was forced into your time from that era. He exposits most of the key plot elements.

The present day in our campaign is an alternate Greyhawk.
 

TheCrazyMuffinMan said:
A DM-run character in it is a cleric who joins the team, who was forced into your time from that era. He exposits most of the key plot elements.

I know you didn't ask, but that would bother me a bit. Do you have another means of introducing the plot to the characters than a DMPC?
 

calypso15 said:
I know you didn't ask, but that would bother me a bit. Do you have another means of introducing the plot to the characters than a DMPC?

Well, his clergy has researched the anomalies that have been relevant to the plot for years, and he has a rather high knowledge (religion) and knowledge (the planes) check, so he knows much about the key plot elements in question.

However, the nature of the plot (especially minor points of it) reveals itself in many ways, rather than simply through one man. He mainly leads the way. I'll post the campaign later on to make it clearer to all. I'll make it -far- less dependent on the DMPC though.

Numbers

The numbers domain allows a cleric to perceive and manipulate the unseen, mathematical laws of the universe directly.

A number of times per day equal to your level, you may use a -minus strike- as a standard action. This is a ranged touch attack that deals damage equal to the difference between your current hp and your normal maximum HP. If your HP is full or your temporary HP allow your total HP to exceed your normal maximum, -minus strike- can't be used.

1 Identify
2 Lesser Restoration
3 Protection from Energy
4 Libra# (Or Alt-version Libra if the current form is too ridiculous or too good)
5 Restoration
6 Analyze Dweomer
7 Break the Fourth Wall# (Or Greater Libra if the current form is too ridiculous or too good)
8 Greater Restoration
9 Maelstrom# (Reduces all non-undead opponents to x HP, where X is their Hit Dice)
 
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Interesting idea for a domain, but the spells are a bit all over the place thematically. How sticking to divination and maelstrom type spells?

My proposal:

1 Identify
2 Arcane Sight
3 ??? (as maelstrom, but single target and reduces target HP by 50%)
4 Libra
5 ??? (as maelstrom, but single target)
6 Analyze Dweomer
7 Break the Fourth Wall/Greater Libra
8 ??? (as maelstrom, but reduces targets HP by 50%)
9 Maelstrom
 

Exen Trik said:
Interesting idea for a domain, but the spells are a bit all over the place thematically. How sticking to divination and maelstrom type spells?

1 Identify
2 Arcane Sight
3 Gravitic Strike (can't find a better name right now) (as maelstrom, but single target and reduces target HP by 50%)
4 Libra
5 Death Claw (Reduces HP to the value of one's Hit Dice. Fort negates)
6 Analyze Dweomer
7 Break the Fourth Wall/Greater Libra
8 Gravity Well (as maelstrom, but reduces targets HP by 50%)
9 Maelstrom

The Demi spells would be of the type Evocation- Gravity, Transmutation- Gravity, or Necromancy. I'm not yet sure which. The HP == HD things would be necromantic, as they deal in negative energy rather than gravity.

Perhaps that will work.

Gravitic Strike

Type: Transmutation (Or Evocation if preferred) [Gravity]
Level: Sor/Wiz 3, Numbers 3
Components: V, S, M
Casting Time: 1 standard action
Effect: Partial damage
Range: 50ft + 5 per level
Area: Single
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

Material Component: A marble or equally dense spherical object.

The target is enveloped in a sphere of crushing gravitic force. It dissipates after a short while.

If the targeted monster fails his or her save, it takes damage equal to half its current hit points (including temporary HP), rounded down.

Gravity Well

Type: Transmutation (Or Evocation if preferred) [Gravity]
Level: Sor/Wiz 8, Numbers 8
Components: V, S, F
Casting Time: 1 standard action
Effect: Partial damage
Range: 50ft + 5 per level
Area: 25ft + 5 per two levels.
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes

Focus: A metal, stone or equally dense spherical object of any size, weighing at least 5 lb.

As Gravitic Strike, but area effect. A failed save instead deals damage equal to 25% of current HP.
 
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