Review these Spells, Please...

VirgilCaine

First Post
Comments? Complaints?

Eluth's Evaluation
Divination
Sor/Wiz 4
Comp: V,S,M
Time: 1 action
Range: Medium (100'+ 10'/lvl)
Target: One creature
Duration: Instantaneous
Save: Will negates
SR: Yes

This spell analyzes a creatures anatomy and determines what kind of spell-like and spellcasting powers the creature has. The caster must make a Spellcraft check DC 15 +creatures HD to interpret this information correctly. This spell gives general information about spell-like abilities and spellcasting powers. The caster can find out the approximate effect of a unique spell-like ability, and the spell level and school of any spell-like abilities. The caster finds out the class (wizard, sorceror, etc.) and level of spells the creature can cast.

Eluth's Intellect Drain [Ray]
Sor/Wiz 5
Necromancy
Comp: V S M
Time: 1 action
Range: Close [25' + 5'/2 lvl]
Effect: Ray
Duration: 1 hour/lvl
Save: None
SR: Yes

This spell drains Intelligence points from a creature hit by a ranged touch attack. The target is drained of 1d4 Int points per five caster levels. The caster gains these points as bonus points of Intelligence, (similar to bonus hitpoints). This spell can drain no more than half of the target's original Int points.
Material component: A bit of grell, beholder (any type) or mind flayer brain.

Create Earthworks
Transmutation/Conjuration (Creation)
Sor/Wiz 3, Clr 3
Comp: V S M
Time: 1 action
Range: Close [25'+ 5'/2 lvl]
Effect: Ring of earthworks
Duration: Permanent
Save: See text
SR: No

This spell creates 5' high earth berms fronted with a 5' deep pit
around the outside of the berm formed in a circle around the caster, at
a distance the caster specifies. The pit and berm are lined with wooden
spikes that deal 1d6 piercing damage if a creature moving through them
does not slow to 1/3 it's base speed. Climbing down through the pit and
over the berm requires a DC 10 climb check. A creature of Huge or larger size or size smaller than Small, may ignore the spikes.
This spell gently changes the terrain, allowing no chance to trip or fall from the effect. The spikes never impale a creature in their area.
 
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VirgilCaine said:
Eluth's Evaluation
Divination
Sor/Wiz 4
Comp: V,S,M
Time: 1 action
Range: Long (400'+40'/lvl)
Target: One creature
Duration: Instantaneous
Save: Will negates
SR: Yes

This spell analyzes a creatures anatomy and determines what kind of spell-like, supernatural, and spellcasting powers the creature has. The caster must make a Spellcraft check DC 15 +creatures HD to interpret this information correctly. This spell gives general information about spell-like abilities and other powers. The caster can find out the approximate effect of a unique spell-like ability, and the spell level and school of and spell-like abilities.

Does this tell you what spells the creature has memorized, or just what type and level of caster it is? Seems a bit like analyze dweomer, but it doesn't see spells in effect, but spells that /could/ be cast, which seems more powerful. I'd put it at 6th or 7th level.

Eluth's Intellect Drain [Ray]
This spell drains Intelligence points from a creature hit by a ranged touch attack. The target is drained of 1d4 Int points per five caster levels. The caster gains these points as bonus points of Intelligence, (similar to bonus hitpoints). After 24 hours the affected target regains these points and the caster loses them.
Material component: A bit of grell, beholder (any type) or mind flayer brain.

Seems ok. Should be hours equal to your caster level, max 15 or 20; 24 is too long I think.

Create Earthworks
Transmutation/Conjuration (Creation)
Sor/Wiz 3, Clr 3
Comp: V S M
Time: 1 action
Range: Close [25'+ 5'/2 lvl]
Effect: Ring of earthworks
Save: See text
SR: No

This spell creates 5' high earth berms fronted with a 5' deep pit
around the outside of the berm formed in a circle around the caster, at
a distance the caster specifies. The pit and berm are lined with wooden
spikes that deal 1d6 piercing damage is a creature moving through them
does not slow to 1/3 it's base speed. Climbing down through the pit and
over the berm requires a DC 10 climb check.

I like this, but it's a move earth effect cast MUCH faster with a slightly lower area of effect. Should be 5th or 6th level. You didn't specify a duration, I assume you mean instaneous?
 

Ok - feedback!

Eluth's Evaluation

I'd say 7th, and I'm assuming it gives caster ability, not my spells for the day. Also, range seems awful good, perhaps drop to medium? I'd drop the spellcraft check, else it takes 2 rolls to make this spell function.

Eluth's Intellect Drain

Instead of target: 1 creature, it should be effect: ray. Should not be a drain (that would be permanent) - instead make it INT damage. Most rays do not allow saves, so I'd remove the save option, but I'd add the note: can not lower a creature to less then 1/2 its orrig INT, or no lower then 3. Caster should not gain a full days INT boost. Target recovers lost INT normally, caster gains bonus INT for 1 or 10 MIN/LV. Oh - and that component varies quite a bit in CR (grell vs beholder or mind flayer)

Create Earthworks

Yikes! Fast, able to add features not possible w move earth (spikes), and up to a 75' radius ring (at 20th, 40' radius ring at 6th) ! Uh, 7th LV. You could perhaps increase the climb DC or pit depth, but the amount of work it does and speed makes it equal or better then move earth. This spell is not able to fill in moats, but it sets up for battle much better! Also, add text noting it is not able to harm/bury creatures when it forms (or can you cast it so charging creatures fall into the pit/spikes?). I assume this spell may not target an earth elemental creature - but if it can, you should note it (creatures effected by move earth are equally effected by this spell..). Also, need a material component. Also - what happens if the area intrudes into constructed area or stone - does it fail, move around, or skip that part?

If you want this to be lower level, give it a duration and or reduce its area of effect (a 10' radius + 5'/5 LV, to a max of 30' radius) - and a full round casting, perhaps.

Oh - and could you take a look at the spells I've listed here in house rules? Feedback would be great!

B:]B
 
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Eluth's Evaluation--
Say it just tells you what kind of spellcaster and what level spells for spellcasting, and school and level for spell-like and supernatural abilities--better?

Eluth's Intellect Drain--
Not drain--RIGHT! Didn't notice that, hung up on the name.

Oh - and that component varies quite a bit in CR (grell vs beholder or mind flayer)
Duh. I know that. Your point being?

Create Earthworks--
Yikes! Fast, able to add features not possible w move earth (spikes), and up to a 75' radius ring (at 20th, 40' radius ring at 6th) ! Uh, 7th LV.

Yikes! A non-scaling Climb DC! Static effect!

This is totally different from Move Earth--move earth can flatten hills and all kinds of stuff.
I do need to define it better, though.

==============

Better now?
 
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