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Screech Storm (comments, suggestions?)

This is actually intended for a spell-like ability. I want it to be the equivalent of a 4th level spell, and am looking for any feedback on what should be nerfed or beefed up, if necessary, to be balanced as a level 4 spell. Thanks in advance.

Screech Storm
Evocation [Sonic]
Level: 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Cylinder (15-ft. radius, 40 ft. high)
Duration: Instantaneous
Saving Throw: Fortitude Partial
Spell Resistance: Yes
A cacophony of raptor shrieks blasts down from above. Every creature in the area takes 1d6 points of sonic damage per two caster levels (maximum 7d6) and must succeed on a Fortitude save to avoid being stunned for 1 round.
Creatures that cannot hear are not stunned but are still damaged.
Material Component: The beak of a raptor


Here are the stats for some spells I looked at when coming up with this one:

Sound Burst
Evocation [Sonic]
Level: Brd 2, Clr 2
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10-ft.-radius spread
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
You blast an area with a tremendous cacophony. Every creature in the area takes 1d8 points of sonic damage and must succeed on a Fortitude save to avoid being stunned for 1 round.
Creatures that cannot hear are not stunned but are still damaged.
Arcane Focus: A musical instrument.

Shout
Evocation [Sonic]
Level: Brd 4, Sor/Wiz 4
Components: V
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Fortitude partial or Reflex negates (object); see text
Spell Resistance: Yes (object)
You emit an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is deafened for 2d6 rounds and takes 5d6 points of sonic damage. A successful save negates the deafness and reduces the damage by half. Any exposed brittle or crystalline object or crystalline creature takes 1d6 points of sonic damage per caster level (maximum 15d6). An affected creature is allowed a Fortitude save to reduce the damage by half, and a creature holding fragile objects can negate damage to them with a successful Reflex save.
A shout spell cannot penetrate a silence spell.

Shout, Greater
Evocation [Sonic]
Level: Brd 6, Sor/Wiz 8
Components: V, S, F
Range: 60 ft.
Saving Throw: Fortitude partial or Reflex negates (object); see text
This spell functions like shout, except that the cone deals 10d6 points of sonic damage (or 1d6 points of sonic damage per caster level, maximum 20d6, against exposed brittle or crystalline objects or crystalline creatures). It also causes creatures to be stunned for 1 round and deafened for 4d6 rounds. A creature in the area of the cone can negate the stunning and halve both the damage and the duration of the deafness with a successful Fortitude save. A creature holding vulnerable objects can attempt a Reflex save to negate the damage to those objects.
Arcane Focus: A small metal or ivory horn.

Ice Storm
Evocation [Cold]
Level: Drd 4, Sor/Wiz 4, Water 5
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Cylinder (20-ft. radius, 40 ft. high)
Duration: 1 full round
Saving Throw: None
Spell Resistance: Yes
Great magical hailstones pound down for 1 full round, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area. A –4 penalty applies to each Listen check made within the ice storm’s effect, and all land movement within its area is at half speed. At the end of the duration, the hail disappears, leaving no aftereffects (other than the damage dealt).
Arcane Material Component: A pinch of dust and a few drops of water.

Flame Strike
Evocation [Fire]
Level: Clr 5, Drd 4, Sun 5, War 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Cylinder (10-ft. radius, 40 ft. high)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A flame strike produces a vertical column of divine fire roaring downward. The spell deals 1d6 points of damage per caster level (maximum 15d6). Half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks.
 

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A good spell but underpowered at that level. At second it might be slightly too much? But for third doesn't seem like it's enough. Maybe up the damage and put it at third. Altohugh second should work.
 

Hi and thanks for the feedback. My DM also thought it was underpowered. His main solution was to give it a very large area. Note that while damage is low, resistance/immunity to sonic damage is uncommon and there is no save for half damage, just to prevent the stun. This is what we wound up with and have been using:

Screaming Flock
Evocation [Sonic]
Level: 4
Components: V, S
Casting: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Cylinder (30-ft. radius, 40 ft. high)
Duration: Instant
Save: Fort partial
SR: Yes

You blast an area with the screams of countless raptors. Every creature in the area takes 1d4 points of sonic damage +1 point of sonic damage per level (maximum +15) and must succeed on a Fortitude save to avoid being stunned for 1 round. Creatures that cannot hear are not stunned but are still damaged. Screaming flock cannot penetrate a silence spell. (Note: a stunned creature drops everything held, can’t take actions, takes -2 penalty to AC, and loses his Dexterity bonus to AC (if any).)
 

Yup thats fits with the idea I have of 4th level spells. It doesn't look it at first but the areas is what clinches it. :D
 

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