Review These Spells--Please

VirgilCaine

First Post
I'd appreciate some feedback on these spells, thanks.

Lighten Load
Transmutation
Sor/Wiz 1
Comp: V,S,M
Time: 1 minute
Range: self
Effect: lightened weight
Duration: 3 hours/ level (D)
Save: None
SR: No

This spell lightens the weight a character feels is in a backpack or other object (living or animate creatures cannot be affected) so that the perceived weight is 1/4 of the actual weight.


Familiar Eyes
Sor/Wiz 0, Adp 2
Divination
Comp: V, S
TIme: Special
Effect: See through you rfamiliars eyes
Duration: Special
Save: No SR: No
THis spell allows the caster to see through his familiar's eyes for up tom one minute per level. THe caster resceives only visual input. The caste rmust emditate for the amount of time the epsll will last. Only the casters own familiar can be the target of this spell.

Eluth's Ophidian Transformation
Trans
Drd 4, Sor/Wiz 4
Comp: V, S, M
Time: 1 action
Range: Self
Effect: Arms turn to snakes, several effects
Duration: 1 rnd/lvl
Save: None SR: N/A

This spell turns the caster's arms from the shoulders down to snakes, with two snake-heads with the hands and fingers should be.
THese snake-arms and approx. the same thickness as the casters arms are normally. Any equipment such as magic rings, bracers, etc. are harmslessly abssorbed into the snakes and is non-functional. THe snakes that are formed can further be changed into either a wriggling mass of finger-think snakes that continually move and writhe in the air around the caster, providing a delfction bonus to AC equal to the caster level of the spell and a 20% miss chance or the snake-arms previously described.
The caster can attack with the snake-arms as natural weapons at BAB equal to caster level, doing 1d6 piercing damage with two attacks.

In addition, the caster can select one addition al feature from this leist for every two levels above 7th.

-Snake-arms also deal poison (1d6/1d6 Dex Dc= 10 + casters Con mod)
-Provide 10' reach and lengthen appropriately.
-allow use of Improved Grab feat, dealing 1d6 piercing constrict damage
-deliver poison while Constricting
-in the wriggling mass form the snakes can block arrows, bolts, etc. with a Reflex save equal to the attack roll minus ten and can do this once per round per point of Dex bonus ot the caster.
-improved poison (2d6/2d6 Dex)

In either form, casting a spell with a somatic component is impossible. This spell can be changed from mode to mode (wriggling mass to snake arms) with a full round action.
Material component: Scales from a snake of at least Large size and poison from 3 different varieties of poisonous snakes.

Detect Malice [mind-affecting]
Divination

Sor/Wiz 2
Comp: V,S
Time: 1 action
Range: Self
Effect: 60' quarter circle
Suration: 1 min./lvl, COncentration
Save: WIll negates
SR: Yes

Detects criminal intent against the caster or his allies, including gathering information for a crime on same. "Crime" is defined as bodily harm or property damage or loss; slander, libel, etc. are not detected. Whether by force, magic or fraud, any property damage or loss is detected.

Pepper Spray
Evocation
Sor/Wiz 1, Brd 2
Comp: V, M
Time: 1 action
Area: 30' cone
Duration: 1 rnd/lvl
Save: Fort negates
SR: Yes
This spell blasts an area with pepper, nauseating any non-ooze, undead, elemental, construct, aberration, or plant creature caught in the blast for one minute per level.
Material component: a pinch of pepper.

Glittering Crystal [mind-affecting]
Enchantment
Sor/Wiz 6, Brd 5
Comp: V, S, M
Time: 1 action
Range: Close (25'+5'/ 2 lvl)
Area: 40' radius
Duration: 1 min./lvl
Save: Will negates (special)
SR: Yes

This spell enspells an entrancing spherical crystal that you throw with perfect accuracy to its destination. The crystal sparkles so that all enemies within a 50' radius are entranced in its depths. They are stunned and helpless until they succeed in a Will save against the effect or until the duration expires. Any hostile action (spellcasting, drawing weapons, etc.) against one of the subjects immediately grants all the subjects a new Will save.
Material component: A crystal or gem with 500 or more GP.

Mirror of Disguise
Divination
Sor/Wiz 5, Brd 4, Assassin 4
Com: V, S, M, F
Time: 10 minutes
Range: Personal
Effect: Mirror aids disguise as type or specific person
Duration: 10 minutes per level
Save: no SR: no

The spell enspells a mirror that assists the caster with creating a disguise. The caster can name a type of peson, such as "a courtier in the Kings court" or "a member of the Assassin's Guild" or a specific person (in which case the caster must have seen the person and be somewhat familiar with them and have a piece of hair, nail, etc.) such as "Baron Blackburn" or "Rudolph Cairn, innkeeper at the Red FoX." The mirror then presents an image of the desired sibjects. The caster receives enough information to gain +10 on a disguise check to disguise himself as the desired person.
Also, the caster is informed of the proper posture, speech and similar habits to gain +2 to any appropriate Bluff checks or other opposed rolls to successfully maintain the disguise.

Focus: A mirror at least 2' by 2' costing 100 gp.
Material component: A masterwork disguise kit or (if applicable) a piece of nail, hair, etc. fom the target.

Pycen's Personal Security
Abjuration
Sor/Wiz 2
Comp: V, S, M, F
Time: 1 min
Effect: Electrical shock to anyone touching you
Duration: 1 hour/lvl until discharged
Save: Fort half
SR: Yes

If a creature attempts to grapple or pickpocket you, they must save or take 1d8 damage per round for up to 5 rounds. After one minute of grappling or pickpocket attampts, the spell ends.

Pycen's Deadly Snake
Abjuration
Sor/Wiz 2, Clr 2
Comp: V, S, M/f
Time: 10 minutes
Range: You
Effect: Snake protects an item from theft
Duration: 1 day per caster level or until triggered.
Save: Fort Neg
SR: Yes

THis spell is cast on a portable item, such as a book, chest, piece of jewelry, backpack, belt, etc. Whenever anyone tries to steal the item a snake emerges from the item and bites the third. The snake poisons the thief with a dose of poison you supply when you cast the spell. Alternately you can supply a special scroll of the Contagion or Poison spells instead of actual poison. If this spell is triggered, the poison is used turned inert. If the spell is not triggered in the duration of the spell, the poison can be used again as the focus.

Pycen's Lethal Surprise
Abjuration
Sor/Wiz 4 Clr 4
Effect: Variety of effects can guard an item
Save: Special SR: Yes
As Pycen's Deadly Snake, except the caster can specify that an arm grapples the thief, keeping him in place (treat the arm as having 18 Str and +4 BAB) or that any touch spell of 4th or lower level be delivered, as Pycen's Deadly Snake. A scroll of the spell to be triggered must be provided.

Pycen's Aquatic Hallucination
Illusion
Sor/Wiz 5
Components: V, S, M
Time: 10 minutes
Range: Medium (100' + 10'/lvl)
Area: 1 10' square / lvl
Duration: 1 day/lvl
Save: Will negates
SR: No

This spell enspells a portion of a body of water to appear to have 1 monster per three caser levels in it whenever a boat or swimmer enters one of the targeted squares. These monsters appear as low, dark shapes in the water with glowing red eyes and long, twisted arms. When a craft or swimmer enters the water, the monsters approach and climb into the craft and throw any occupants into the water. These monsters are weapon-less, armorless, girallons, who do not attack, they grapple combatants and toss them into the water.
Once all the boaters are off the crafts, the girallons leave the craft and swim within 30', repeating the performance if the boaters try and continue through the squares.
Creatures swimming udnerwater or on the surface are grappled and moved 50' from the square they enteredthey entered.

Gurney's Donation
Transmutation
Sor/Wiz 3
Comp: V, S, M
Time: 1 action
Range: Touch
Effect: target receives casters HP
Duration: Instantateous
Save: None SR: No

The caster transfers HP from himself to the subject. The subjects HP cannot go above the subjects normal HP total.

Shard Spray
Conjuration (creation)
Sor/Wiz 2
Components: V, S, M
Time: 1 action
Range: Close (25' + 5'/2 lvls)
Area: 30' cone
Duration: 1 round/lvl
Save: Special
SR: Yes

This spell creates a blast of crystal shard in a 30' cone dealing 1d6 piercing damage per 3 caster levels. This damage can be halved by a Ref save. Any creature who takes damage from the shards must make a Fort save or take 1 damage per round for one round per caster level.
Multiple castings of this spell do not causing more progressive damage. Damage resistance applies to this spell. The progressive damage can be stopped with a Heal check DC 15 or the application of any cure spell.

Gurney's Somno-Accelerated Healing
Enchantment/Transmutation
Sor/Wiz 3
Comp: V, S, M
Time: 1 minute
Range: Touch
Effect: Sleep-accelerated healing
Duration: 1 hour
Save: Will (beneficial)
SR: Yes

This spell causes the subject to go into a deep sleep for one hour, during which only a dispel magic spell or greater magic can wake the sleeper. t the end of one hour, the subject awakes, having gained the amount of hitpoints they could heal naturally with complete bed rest.
 

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There were too many here for me to read--I lost focus. But, here's some feedback on two of them.

Does the Lighten Load spell actually change the weight (and therefore affect encumbrance) or only make the person carrying the weight feel like it weighs less? The description speaks of "perceived weight" but not the effect on actual weight.

I like the Pepper Spray spell but I think it should have a more fantasy-feel name and description.

Dave
 

Lighten Load
Transmutation
Sor/Wiz 1
Comp: V,S,M
Time: 1 minute
Range: self
Effect: lightened weight
Duration: 3 hours/ level (D)
Save: None
SR: No

This spell lightens the weight a character feels is in a backpack or other object (living or animate creatures cannot be affected) so that the perceived weight is 1/4 of the actual weight.
I think the duration is too long. If this were a character in my campaign I would accuse him of trying to negate the effect of point-buying a low strength on a spellcaster with a mere 1st level spell. Of course, at higher levels things like bag of holdings, heward's handy haversacks, and portable holes all become plentiful enough to negate such a low strength, but personally I think the spellcasters (and I'll say its probably a wizard because a sorcerer probably wouldnt waste a precious spell known on this) should have to tough it out.

If you have 3e I would try eyeballing it compared to Reduce or Shrink Item, it may very well be fine for a first level spell, it just bothers *me* (although a first level spell should never be able to last quite so long, a 20th level wizard could make something light for 2 and a half days...maybe try 1 hour/level).
Familiar Eyes
Sor/Wiz 0, Adp 2
Divination
Comp: V, S
Time: Special
Effect: See through you familiar's eyes
Duration: Special
Save: No
SR: No
This spell allows the caster to see through his familiar's eyes for up tom one minute per level. The caster resceives only visual input. The caster must meditate for the amount of time the spell will last. Only the caster's own familiar can be the target of this spell.
I would change meditate to concentrate and it seems fine, although being merely a 0-level spell it should have some kind of max duration, probably 1 minute.
Eluth's Ophidian Transformation
Transmutation
Drd 4, Sor/Wiz 4
Comp: V, S, M
Time: 1 action
Range: Self
Effect: Arms turn to snakes, several effects
Duration: 1 rnd/lvl
Save: None SR: N/A

This spell turns the caster's arms from the shoulders down to snakes, with two snake-heads with the hands and fingers should be.
THese snake-arms and approx. the same thickness as the casters arms are normally. Any equipment such as magic rings, bracers, etc. are harmslessly abssorbed into the snakes and is non-functional. THe snakes that are formed can further be changed into either a wriggling mass of finger-think snakes that continually move and writhe in the air around the caster, providing a delfction bonus to AC equal to the caster level of the spell and a 20% miss chance or the snake-arms previously described.
The caster can attack with the snake-arms as natural weapons at BAB equal to caster level, doing 1d6 piercing damage with two attacks.

In addition, the caster can select one additional feature from this list for every two levels above 7th.

-Snake-arms also deal poison (1d6/1d6 Dex Dc= 10 + casters Con mod)
-Provide 10' reach and lengthen appropriately.
-allow use of Improved Grab feat, dealing 1d6 piercing constrict damage
-deliver poison while Constricting
-in the wriggling mass form the snakes can block arrows, bolts, etc. with a Reflex save equal to the attack roll minus ten and can do this once per round per point of Dex bonus ot the caster.
-improved poison (2d6/2d6 Dex)

In either form, casting a spell with a somatic component is impossible. This spell can be changed from mode to mode (wriggling mass to snake arms) with a full round action.
Material component: Scales from a snake of at least Large size and poison from 3 different varieties of poisonous snakes.

Wow, I have a lot of issues with this one. There are quite a lot of effects flying around, and that's fine considering its a 4th level spell, but some of them need to be reigned in. Deflection equal to caster level is way to much, I would set a flat deflection bonus that the finger-snakes can provide (). Also, its difficult to see which mode does what, so I would format the text a little cleaner - from what I can see:

Finger Snakes are defensive, adding a deflection bonus as well as a flat 20% miss chance. Furthermore, starting at 9th level you can gain the benefits of the Deflect Arrows feat, but you get a +10 bonus to your check and you can use the feat a number of times equal to your Dexterity modifier.

Snake Arms are more offensive, letting you attack with a BAB equal to your caster level for 1d6 piercing damage, and these are natural attacks so on a full-round attack you would get to attack with both of them. Furthermore, there are a bevy of cool bonuses you can get in this mode at 9th and higher levels.

The restrictions are that anything in your hands are non-operable, and you cannot cast spells with Somatic components while this spell is in effect.

OK, I think from the way I outlined this you can see some places where it is out of line. The defensive mode is far too powerful. I would nix the miss chance entirely and give a flat deflection bonus, say +3 deflection bonus to AC. For the extra ability I would say you have the full use of the Deflect Arrows feat, but do not get a +10 bonus to the roll (or as you say, the attack roll does not get a -10) and you may only use it 1/round.

For the other mode, I would place some heavier limitations. You are essentially making a Tenser's Transformation, with a defensive mode and easier-to-get-around spellcasting (many spells do not have somatic components). I think there is a spell in The Forgotten Realms Campaign Setting or perhaps Magic of Faerun called Snake Gout (or something) which lets a snake grow from your stomach. Try and get ahold of that to use as a comparison. For now, the spell is way out-of-bounds in many respects.
Detect Malice [mind-affecting]
Divination
Sor/Wiz 2
Comp: V,S
Time: 1 action
Range: Self
Effect: 60' quarter circle
Suration: 1 min./lvl, Concentration
Save: Will negates
SR: Yes

Detects criminal intent against the caster or his allies, including gathering information for a crime on same. "Crime" is defined as bodily harm or property damage or loss; slander, libel, etc. are not detected. Whether by force, magic or fraud, any property damage or loss is detected.
Seems OK, but "Crime" is still pretty vague.
Pepper Spray
Evocation
Sor/Wiz 1, Brd 2
Comp: V, M
Time: 1 action
Area: 30' cone
Duration: 1 rnd/lvl
Save: Fort negates
SR: Yes
This spell blasts an area with pepper, nauseating any non-ooze, undead, elemental, construct, aberration, or plant creature caught in the blast for one minute per level.
Material component: a pinch of pepper.
This is a little strong for a 1st level spell. I would place it at least at 2nd, probably more of a 3rd level. Nauseating (I believe) enables Sneak Attacks, and this spell lasts 1 round/caster level. Furthermore the nausea lasts for 1 min./caster level (!). While a fortitude does negate it, it seems rather strong for a 1st level spell.
Glittering Crystal [mind-affecting]
Enchantment
Sor/Wiz 6, Brd 5
Comp: V, S, M
Time: 1 action
Range: Close (25'+5'/ 2 lvl)
Area: 40' radius
Duration: 1 min./lvl
Save: Will negates (special)
SR: Yes

This spell enspells an entrancing spherical crystal that you throw with perfect accuracy to its destination. The crystal sparkles so that all enemies within a 50' radius are entranced in its depths. They are stunned and helpless until they succeed in a Will save against the effect or until the duration expires. Any hostile action (spellcasting, drawing weapons, etc.) against one of the subjects immediately grants all the subjects a new Will save.

Material component: A crystal or gem with 500 or more GP.
Well you give 2 differing area radii (40' and 50'). Further, this spell as a combat spell lasts way too long (should be 1 round/level). It is essentially a mass hold person, which is fine, but I would limit the area (a 40 foot radius has an 80 ft. diameter, which could potentially stun a large number of enemies). Further, differentiate between stunned, helpless, and paralyzed as they all have different meanings (for this I would stick with Hold Person and call it paralyze).

I'll check some more out tomorrow, I've got to run for now.

Technik
 

Lighten the load: We have a spell with the same name; lightens the weight of such and so amount of weight up to 5%/level (maximum 50%, IIRC). L2 spell.

Familiar's eyes: good spell, but I'd say it should be L2 across the board - Adp, Drd, Rgr, Sor/Wiz.

Eluth's snake arms (yeah, so I'm lazy): interesting spell, but I'm not sure about some of those effects. How would the arms provide a deflection bonus? They're still part of you, taking damage from the attacks. The bite damage should be relative to the caster's size (IIRC, Medium snakes are 1d4, but I could be wrong). And you should pick one form when casting - either mass, or snake arms - and be stuck with that - no changing.

Detect malice - Should be a paladin spell.

Pepper spray - interesting.

glittering crystal - why do you throw it? why not just have it hanging on a chain? And this isn't a 5th-level spell - I'd rate it at 2nd, at most.

mirror of disguise - that's a cool spell. You should have a prereq that the person in question has to have been reflected in the mirror in the last, say, 1 day/level.

Pycen's personal security: Eh.

Pycen's snake - Yoink.

Pycen's hallucination: interesting.

Gurney's donation - should also be cleric.

shard spray - got this one from the psionic power, eh?

Gurney's sleep healing - cool spell.
 

Here is a spell one of my friends made that I like and us.

Enhance Carrying Capacity(Transmutation)
Level: 1(Wizard)
Range: Touch
Components: V, S, M
Casting Time: Standard Action
Duration: 1 Hour per Level(D)
Area of Effect: Creature Touched
Saving Throw: Will Negates(Harmless)
Spell Resistance: Yes(Harmless)

A creature affected by this spell has it Strength increased solely for the purpose of determining its carrying capacity. The creature gains a +2 bonus to its Strength score, this bonus increases by +1 per level above 1st(maximum of +6 to Strength at 5th level). During the last 5 minutes of the spell the affected creature and the caster(if he desires) hear a slight buzzing noise, this alerts them that the spell is about to end. The material component for this spell is a few hairs from a bull or other animal revered for its strength.
 
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For "Familiar Eyes" I would change the duration to Concentration and give it a range of short. As it is you can turn you familiar into a long range recon spy for a 0th level spell, expecial if you possess a improved familiar(small air elemental with its 100' flight and perfect maneuverability).
 

Mirror of Disguise
Divination
Sor/Wiz 5, Brd 4, Assassin 4
Components: V, S, M, F
Casting Time: 10 minutes
Range: Personal
Effect: Mirror aids disguise as type or specific person
Duration: 10 min/level
Save: no
SR: no

The spell enspells a mirror that assists the caster with creating a disguise. The caster can name a type of person, such as "a courtier in the Kings court" or "a member of the Assassin's Guild" or a specific person (in which case the caster must have seen the person and be somewhat familiar with them and have a piece of hair, nail, etc.) such as "Baron Blackburn" or "Rudolph Cairn, innkeeper at the Red Fox." The mirror then presents an image of the desired sibjects. The caster receives enough information to gain +10 on a disguise check to disguise himself as the desired person.
Also, the caster is informed of the proper posture, speech and similar habits to gain +2 to any appropriate Bluff checks or other opposed rolls to successfully maintain the disguise.

Focus: A mirror at least 2' by 2' costing 100 gp.
Material component: A masterwork disguise kit or (if applicable) a piece of nail, hair, etc. fom the target.

This spell seems on the weak side. Disguise Self a first level wizard spell lets you do essentially the same thing, without the small bit of reconnaisance (you have to disguise yourself without knowing *what* to disguise yourself as). I would lower it to a 3rd level spell, and perhaps increase the duration to 1 hour/level.

Pycen's Personal Security
Abjuration
Sor/Wiz 2
Comp: V, S, M, F
Casting Time: 1 min
Effect: Electrical shock to anyone touching you
Duration: 1 hour/lvl until discharged
Save: Fort half
SR: Yes

If a creature attempts to grapple or pickpocket you, they must save or take 1d8 damage per round for up to 5 rounds. After one minute of grappling or pickpocket attampts, the spell ends.
There are many d20 spells like this, most of them don't last an additional 4 rounds (past the initial discharge) but that seems ok since the damage is low. I would change the damage per round to be based on caster level, so a 3rd level caster lasts 2 rounds, a 5th 3 rounds, up to 5 rounds at 9th level.
Pycen's Deadly Snake
Abjuration
Sor/Wiz 2, Clr 2
Comp: V, S, M/f
Time: 10 minutes
Range: You
Effect: Snake protects an item from theft
Duration: 1 day per caster level or until triggered.
Save: Fort Neg
SR: Yes

THis spell is cast on a portable item, such as a book, chest, piece of jewelry, backpack, belt, etc. Whenever anyone tries to steal the item a snake emerges from the item and bites the third. The snake poisons the thief with a dose of poison you supply when you cast the spell. Alternately you can supply a special scroll of the Contagion or Poison spells instead of actual poison. If this spell is triggered, the poison is used turned inert. If the spell is not triggered in the duration of the spell, the poison can be used again as the focus.
This is interesting but I would allow a Reflex save to dodge the snake, and then a fortitude to save against the poison. Reason being, a 7th level caster could cast this spell once a week and have some limited security to all his items (just use all your 2nd level slots for that day). Thats a lot of security for a small investment. I would allow the snake to automatically strike if the duration were set at 12 or perhaps 24 hours.

Pycen's Lethal Surprise
Abjuration
Sor/Wiz 4 Clr 4
Effect: Variety of effects can guard an item
Save: Special SR: Yes
As Pycen's Deadly Snake, except the caster can specify that an arm grapples the thief, keeping him in place (treat the arm as having 18 Str and +4 BAB) or that any touch spell of 4th or lower level be delivered, as Pycen's Deadly Snake. A scroll of the spell to be triggered must be provided.
Basically my gripe is still with the duration, which makes it easy to guard all your things at high levels.
Pycen's Aquatic Hallucination
Illusion
Sor/Wiz 5
Components: V, S, M
Time: 10 minutes
Range: Medium (100' + 10'/lvl)
Area: 1 10' square / lvl
Duration: 1 day/lvl
Save: Will negates
SR: No

This spell enspells a portion of a body of water to appear to have 1 monster per three caser levels in it whenever a boat or swimmer enters one of the targeted squares. These monsters appear as low, dark shapes in the water with glowing red eyes and long, twisted arms. When a craft or swimmer enters the water, the monsters approach and climb into the craft and throw any occupants into the water. These monsters are weapon-less, armorless, girallons, who do not attack, they grapple combatants and toss them into the water.
Once all the boaters are off the crafts, the girallons leave the craft and swim within 30', repeating the performance if the boaters try and continue through the squares.
Creatures swimming udnerwater or on the surface are grappled and moved 50' from the square they enteredthey entered.
Pretty neat little ward. As some of my other critiques include, I think the duration is too long. Otherwise it seems reasonable for a 5th level spell.
Gurney's Donation
Transmutation
Sor/Wiz 3
Comp: V, S, M
Time: 1 action
Range: Touch
Effect: target receives casters HP
Duration: Instantateous
Save: None SR: No

The caster transfers HP from himself to the subject. The subjects HP cannot go above the subjects normal HP total.
Ugh, I hate spells which let arcanists heal (especially spells which let them heal others, vice healing themselves - something like Vampiric Claws is fine. First of all it should probably be a necromancy (not a transmutation) and second, if you really want such a spell to exist, it should lose some of the potency in the transfer, at least half (so a wizard can take 20 points of damage to heal 10). Even then, I would probably make it higher level.
Shard Spray
Conjuration (creation)
Sor/Wiz 2
Components: V, S, M
Time: 1 action
Range: Close (25' + 5'/2 lvls)
Area: 30' cone
Duration: 1 round/lvl
Save: Special
SR: Yes

This spell creates a blast of crystal shard in a 30' cone dealing 1d6 piercing damage per 3 caster levels. This damage can be halved by a Ref save. Any creature who takes damage from the shards must make a Fort save or take 1 damage per round for one round per caster level.
Multiple castings of this spell do not causing more progressive damage. Damage resistance applies to this spell. The progressive damage can be stopped with a Heal check DC 15 or the application of any cure spell.
Make em bleed! As a second level spell this should have a cap of 5d6 piercing damage, I would also cap the progressive damage at 10 rounds (so the spell could inflict 5d6+10 damage, which is pretty good for an area level 2 spell).
Gurney's Somno-Accelerated Healing
Enchantment/Transmutation
Sor/Wiz 3
Comp: V, S, M
Time: 1 minute
Range: Touch
Effect: Sleep-accelerated healing
Duration: 1 hour
Save: Will (beneficial)
SR: Yes

This spell causes the subject to go into a deep sleep for one hour, during which only a dispel magic spell or greater magic can wake the sleeper. At the end of one hour, the subject awakes, having gained the amount of hitpoints they could heal naturally with complete bed rest.
I would include whether or not they wake up feeling rested (for a third level spell, they should). Neat spell, but seems more clerical than wizardly.

Great ideas man, most of them seem to work fine (although they stretch my personal bounds of what wizards should do).

Technik
 

Some of the writeups of your spells are incorrect, particularly the "Effect" entries (Most should simply be removed.).

I agree that Mirror of Disguise is a bit weak. I'd lower it to 3rd level.

Eluth's Ophidian Transformation seems inelegant, at best. I agree with Technik4's response to this spell.
 

Technik4 said:
I would change meditate to concentrate and it seems fine, although being merely a 0-level spell it should have some kind of max duration, probably 1 minute.

Concentrate is what I meant, thanks...I guess I'll keep it to one minute, and clone it as a 1st level spell with unlimited duration.

Technik4 said:
Wow, I have a lot of issues with this one. There are quite a lot of effects flying around, and that's fine considering its a 4th level spell, but some of them need to be reigned in. Deflection equal to caster level is way to much, I would set a flat deflection bonus that the finger-snakes can provide (). Also, its difficult to see which mode does what, so I would format the text a little cleaner - from what I can see:

Finger Snakes are defensive, adding a deflection bonus as well as a flat 20% miss chance. Furthermore, starting at 9th level you can gain the benefits of the Deflect Arrows feat, but you get a +10 bonus to your check and you can use the feat a number of times equal to your Dexterity modifier.

Snake Arms are more offensive, letting you attack with a BAB equal to your caster level for 1d6 piercing damage, and these are natural attacks so on a full-round attack you would get to attack with both of them. Furthermore, there are a bevy of cool bonuses you can get in this mode at 9th and higher levels.

Now that you outline it like that...I'll remove the deflection bonus. The random wriggling seems more like a miss chance to me.

Technik4 said:
The restrictions are that anything in your hands are non-operable, and you cannot cast spells with Somatic components while this spell is in effect.

OK, I think from the way I outlined this you can see some places where it is out of line. The defensive mode is far too powerful. I would nix the miss chance entirely and give a flat deflection bonus, say +3 deflection bonus to AC. For the extra ability I would say you have the full use of the Deflect Arrows feat, but do not get a +10 bonus to the roll (or as you say, the attack roll does not get a -10) and you may only use it 1/round.

For the other mode, I would place some heavier limitations. You are essentially making a Tenser's Transformation, with a defensive mode and easier-to-get-around spellcasting (many spells do not have somatic components). I think there is a spell in The Forgotten Realms Campaign Setting or perhaps Magic of Faerun called Snake Gout (or something) which lets a snake grow from your stomach. Try and get ahold of that to use as a comparison. For now, the spell is way out-of-bounds in many respects.

How about raising it a level? Would that solve a lot of your issues?

As for somatic components, very few spells are verbal only. Maybe 10%. A lot of them aren't very combat-optimal.

Seems OK, but "Crime" is still pretty vague.
Uhhh....How is it vague?

This is a little strong for a 1st level spell. I would place it at least at 2nd, probably more of a 3rd level. Nauseating (I believe) enables Sneak Attacks, and this spell lasts 1 round/caster level. Furthermore the nausea lasts for 1 min./caster level (!). While a fortitude does negate it, it seems rather strong for a 1st level spell.

Yes, nausea deprives someone of their Dex bonus (IMO)--they can't do anything requiring attention. The 1 minute per level thing is a typo...ooops.
 
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First, as already said, way too many spells in a single post to do a good review. So will only give brief.

Lighten Load, as said duration is way too long. Also compare it to Bulls Strength which grants +6 STR (limited duration). The character would only get (basically) double the carrying capacity for a second level spell. But since this is only limited to carrying and not combat it seems ok. I would also make it a target object spell. So you could put it on a back pack, but then you could hand the backpack out, which may be too powerful?



Eluth's Ophidian Transformation, this spell reminds me initially of a spell from the MoF book.

Detect Malice, as compared to Discern Lies which is a 4th level spell. This spell allows someone to detect thoughts and sense motive against those thoughts. I would make it a higher level spell.

Too many spells to review any more....
 

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