New swift spells

Stalker0

Legend
I really love the idea of swift spells from the new minatures book. For those of you not familiar with this concept: Swift spells are spells cast as free actions (similar to feather fall). However, all swift spells have a duration of 1 round, and you cannot cast more than one in a round (just as quickened spells).

I like them for several reasons:

1) Its great for mage/fighter types: Bards, paladins, rangers because you can augment your own fighter prowess in combat without wasting time in combat.
2) It’s a cool way to set sorc types from wizards: Sorcs are supposed to treat magic as second nature, but one could see how their undisciplined minds could not sustain magic as long as trained wizards could. Hence, swift spells are a good choice for sorcs, who would use them several times a day.
3) It’s a new way to balance spells: Allowing a spell to work instantaneously means I can make spell effects that would have been too weak before, but with a 1 round duration they don’t become too powerful otherwise.
4) I think it could be a neat way to create new oth level spells. Most of these spells blow, and for good reason. But it’s a simple rationale: its such a simple magic one can create it easily, but so weak it doesn’t last very long.

So with that I thought of a few new spells to see how they would fair.

Swift Bull’s Str/Cat’s Grace/….
Basically most people feel the buff spells are too weak as they are, but as a swift spell they could become useful. Wizards and sorcs could use them for a quick little bump to their spell power for one spell, fighters to gain +2 to damage and attack for a single round of attacking, etc.

But would they be too weak as a 2nd level spell? Should they instead be a 1st level spell? Should instead of 1 round, they last for 1d4 rounds, or just 2 rounds or something to make them more balanced, or would it be fine as is?

Critical Strike
Casting Time: 1 swift action
Clr/Pal/Ran 1
Duration: 1 round

The target of this spell gains insight to his attacks. His critical multiplier is increase by 1.

Normally, a spell like this would be a waste of casting, as with the new crit rules the best you can get is 15-20 crit range most of the time. However, since its swift all you sacrifice is the spell slot, and esp for pal and rang, it might be worth it for a shot at nailing a BBEG or something. And the 1 round duration prevents it from being an extremely powerful spell.

Slip [Teleportation]
Sor/Wiz 2
Casting Time: 1 swift action
Target: Personal
Duration: 1 round
The target is transported as greater teleport, but only moved 5 ft. At the end of the duration, the target is returned to his original position.

Quick Peak: Undead/evil/good…etc.
Sor/Wiz/Clr 0
Casting Time: 1 swift action
Duration: Instantaneous

This spell functions as detect undead/evil… etc except it only determines the prescence of auras in the range, not number or direction.

Basically this is a good 0th level spell for being aware of enemies, but not necessarily scanning for them as the 1st level version of the spells are.



I’ll add more to the list later, but what do you think of these so far?
 

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these sound really cool, but I'm not really the balance guy so I couldn't really say if they're balanced or not.

In the slip spell, how exactly does that work? are they teleported far away for one round andthen back or what?
 

Bladturn
Casting Time: 1 swift action
Target: Personal
Duration: 1 round
wiz1/sorc1/pal1/ran

The next attack against the target of this spell misses automatically.

I series of spells at each level bladeturn II would affect the next 2 attacks and so on. I see this as being a great spell for abjurationists to carry as well.

thullgrim
 

These are a really great concept and I guess I missed them when I glossed over the MH. I'd also have to agree that these become horribly hard to balance especially at higher levels. You have to consider that the Quicken Spell metamagic adds +4 to the spell level, so even if you declare that dropping the duration down is a -1 level bonus (or 2 at worst) you are still looking at a +2 modifier. While this isn't the best way to look at it, I think it works okay for determining balance. Thus in essence, you would subtract 2 from the spell level and compare it to spells of that level.

I would suggest keeping all of the powers minor and then making them all 0th level spells. This is similar to several of the psi 0th level powers cast as free-actions that are horribly useful and delightful. I think granting small powers as free actions will never imbalance the game too far, but when you start creating 2nd, 3rd, or even higher level spells you are going to start seeing munches/combos and just general abuse of a really cool idea.
 

It would be nice if one could make spells that use feather fall's template:

Level: 1
Casting time: Swift
Components: V
Range: 1 round/level
Area of Effect: 1 person/level, no 2 of which can be more than 20 ft. apart

The effect of feather fall can be considered a very limited version of fly, in that fly also protects one from falling to one's death. Perhaps "sudden breath" could be to water breathing what feather fall is to fly. Folks don't need to breathe for the 1 round/level duration of the spell. Good for sudden immersions, or that nasty miasma spell. Instead of a verbal component, it has only a somatic component. The name sounds familiar, though- is there already a spell called sudden breath?

Another ff-type spell might give a short term spider climb to everyone concerned. Or a brief bonus (+20 or so) to some movement related skill (hide or move silently sound like possibilities). See invisibility and darkvision would be candidates for the template, as would alter self.

Gaseous form is a third level spell, but only has a duration of 2 minutes per level. So it would either have to be limited (like feather fall is a limited version of fly) or bumped up a level.
 


Bladeturn? Please say you stole that idea from Rolemaster, cuz I did about 5 years ago. And I'll be thuroughly creeped out if you invented damn near the exact same spell that I did, free action and all! (everything except that only arcane casters get it)! Hmm, coincidence? Likely. Just thought I'd comment :D
 


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