Some More New Spells(Even More Spells Added)

Merlion

First Post
Heres a couple more spells I wrote recently. I am going to be using this thread for all the spells I design so check back frequently :-)
The Mys in level lines refers to my Mystic class I am designing.

Greater Mark Of Justice
Transmutation
Level: Clr 7, Mys 7

As Mark of Justice, accept that the caster may choose the following affects for the mark to visit on the target: 10d6 points of damage of any type chosen by the caster, stunning for 5d6 rounds, or 2d6 points of Constitution damage. Additionally, these affects take place upon the subject each and every time he attempts to take the prohibited action or actions



Disruption Blast
Evocation
Level: Sor/Wiz 4, Mys 3
Components: V, S
Casting Time: 1 action
Range: Close (25 ft +5 ft/2 levels)
Area: Cone
Duration: Instantaneous
Saving Throw: Reflex Half
Spell Resistance: Yes

This spell creates a blast of intense positive energy. This energy deals 1d4 points of damage per caster level (maximum 10d4) to evil living creatures, but it deals 1d8 points of damage per caster level (maximum 10d8) to undead and evil outsiders. Against non-evil living creatures, or non living beings such as contructs the blast does 1d4 damage per two caster levels

Tell me what you think
 
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I don't know what mark of justice does, so I won't comment on that one... but why does disruption blast to damage to living creatures if it's positive energy? Refer to the disrupt undead spell - it's effective only against undead.
 

Uhh Mark of Justice is in the PHB.

Positive energy works a little differently in my campaign. and even within normal DnD it doesnt always heal...to much of it will kill you. Do you think the spell is balanced, interesting etc?
 
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Comments:

I would limit the number of times Greater Mark of Justice can activate, maybe once per 5 levels of caster, maybe more. But some limit.

Disruption Blast, I would move this up to 4th lvl (maybe 5th for Sor/Wiz) keeping everything else the same (except adding a note that good aligned outsiders are not effected and creatures of positive energy are healed).
Why the lvl increase? Because it is a cone effect that potentially does 10d8 damage! (Yes, that is only to a narrow ranger of creatures but undead are fairly common.)
I would also add a material component/divine focus as a requirement.
 

Whew finaly some actualy constructive opnion giving.
If I put a limit on GMOJ it be a pretty small one. its very nature is pretty limited already. I wanted a MOJ type spell that has a heavier penalty that isnt as easy to get rid of.
Hmm...Disruption blast would never be more than 4th level. Personaly I dont find Cone to be a terribly desirable area myself...and it only does one die type higher, with the same damage cap, as fireball to a limited scope of targets. Yes undead are pretty common...but they also have a lot of immunities and defenses which is compensated for by their vulnerability to some things. Maybe level for for Wiz/Sor but always 3 for my mystic class...positive energy is a speciality of theirs. Their are no divine focuses IMC although I am toying with the idea of giving the Mystic some sort of focus thing. I dont really like material components much, and never for anyone but wizards.
If anything I would change it so only evil beings take any damage at all from the spell. Within my campaign that I am designing positive energy doesnt automaticaly have a healing effect...indeed I am changing the Cure spells to Necromancy and divorcing them from positive energy. Positive/Negative energy has more to do with good/evil IMC.
However, I am going to make some slight changes lets see...
 
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First off, disruption blast sound like an explosion or burst, not a cone. Second it should be consistent with your other overpowered mystic evocations, and thus evocation [good].

Its overpowered for many of the same reasons Holy Bolt is. You took a wizard template, added the restriction that it only affects evil and undead (although this one gets around that nicely too as presumably its still a 10d4 max, you didn't specify otherwise).

Advantages
Equal max # of die (10) as fireball, a 3rd level wizard spell (another one of those "benchmark" spells).

Disruption blast does on average 1 less damage to a max of 10 less than fireball to evil things. Dirsuption does on average 1 more damage to a max of 10 to evil outsiders and undead. Disruption Blast does on average 2 less damage to a max of 20 to everything else.

Disruption blast is evocation [good] so elemental resistances and immunities need not apply.

Disruption blast can be enhanced with mystic class abilities to totally rape things once per day.

Is there any reason a mystic wouldn't take this spell?

Technik
 

First off, disruption blast sound like an explosion or burst, not a cone

Thats entirly your opnion. I disagree.

Second it should be consistent with your other overpowered mystic evocations, and thus evocation [good].

Possibly yes. I am still working on the workings of positive energy but I probably will add the Good descreptor. Neither of my other evocations are overpowered...a conclusion you finaly came to yourself on one of em....but ok


You took a wizard template, added the restriction that it only affects evil and undead

I think this is part of where you arent understanding what I'm doing with thease spells. My Mystic class is not the Cleric. Its going to "replace" the cleric in my campaign to a point, but magic as a whole and as a concept is going to be much more generalized. Wizards will be able to heal(albeit badly) for instance.



Equal max # of die (10) as fireball, a 3rd level wizard spell (another one of those "benchmark" spells).

I dont see the problem here. Ten dice of damage is the usual max for a 3rd level multi target arcane spell. The concept of Arcane versus divine magic doesnt exist in my campaign...magic is simply magic. the Mystic is not a divine spellcaster. The Mystic is the Mystic. their spells dealing with alignment and with things like undead are going to follow the upper guidlines because that is one of their strengths.



Is there any reason a mystic wouldn't take this spell?

Should their be? All of the Mystic stuff is a work in progress. this spell in particular. I am ironing out how I am going to deal with positive and negative energy, exactly how to express the things I want to do in mechanics, how much offensive power I want the Mystic to have and many other things. I am not really happy with Disruption Blast...it is slightly more powerful than I want it to be...its also clunky. I think this works better:
Disruption Blast
Evocation [Good]
Level: Sor/Wiz 4, Mys 3
Components: V, S
Casting Time: 1 action
Range: Close (25 ft +5 ft/2 levels)
Area: Cone
Duration: Instantaneous
Saving Throw: Reflex Half
Spell Resistance: Yes

This spell creates a blast of intense positive energy. This energy deals 1d8 points of damage per caster level (maximum 10d8) to undead and evil outsiders. Evil beings who are not undead or outsiders take half damage, or one quarter damage on a succesful save. Non evil beings are unaffected by this spell.
 

I think that version is more balanced. I would still like to see if you are giving anything to undead as you are creating a new class which you admit has no reason not to take these new attack spells which specifically hose undead.

Technik
 

Ok heres a new batch of spells and some rewroked ones. I decided to totaly re do Disruption Blast, and I am(IMC) replacing Holy Smite with my Celestial Flames spell. Tell me what you think.











Disruption Blast
Evocation [Good]
Level: Sor/Wiz 3, Mys 3
Components: V, S

As Fireball, accept this spell creates a blast of intense positive energy. This energy deals 1d6 damage per caster level (max 10d6) to undead and evil extraplanar beings. Other beings take no damage.




Celestial Flames
Evocation [Good]
Mys 4, Sor/Wiz 5
Components: V,S,F
Range: Medium (100ft +10 ft/level)
Area: 20 ft radius
Duration: Instantaneous
Saving Throw: See Text
Spell Resistance: Yes

This spell calls upon the power of goodness to smite the wicked. The area of effect is filled with what appear as shining white flames (although no heat or fire damage is involved). Evil creatures caught in this blast take 1d8 points of holy damage for every two caster levels, starting with first, to a maximum of 10d8 damage, and are blinded for 1d4 rounds. A successful Reflex save halves the damage, and a successful Will save halves the duration of the blindness. Good beings and nonsentient lifeforms are not harmed by this spell.






Rain Of Fire
Evocation [Fire]
Wiz/Sor 6, Dru 7
Components: V, S, M
Range: Medium (100 ft +10 ft/level)
Area: Cylinder (40 foot radius 40 feet high)
Duration: Concentration, max 1 round/level
Saving Throw: Reflex Half
Spell Resistance: Yes

This spell causes intense flames to rain down in the area of effect. These flames deal 4d6 damage each round of the spell. A successful reflex save is required to halve the damage each round.
Material Component: a small amount of alcohol and phosphorus


Greater Ray of Frost
Conjuration (Creation)
Wiz/Sor 1

As Ray of Frost, accept this spell deals 1d4 cold damage per caster level, to a maximum of 5d4


Earth Rupture
Transmutation [Earth]
Sor/Wiz 3, Druid 4
Components: V, S, F
Range: Medium (100ft +10 ft/level)
Area: 20 ft radius
Duration: Instantaneous
Saving Throw: See Text
Spell Resistance: No

This spell causes the ground in the area of effects to explode upward forcefully. This deals 1d4 points of damage to everything in the area, and creatures in the area are knocked prone by the force of the upheaval. A successful reflex save halves the damage and allows the creature to keep its footing. This spell may only be cast upon an area of stone, clay, soil, or similar substance. It will not affect metal, although it will function through wooden flooring.


Stone Shards
Conjuration (Creation) [Earth]
Sor/Wiz 1, Dru 2
Components: V, S
Range: Medium (100ft +10 ft/level)
Targets: up to 5 creatures or objects, no 2 of which can be more than 15 ft apart
Duration: Instantaneous
Saving Throw: Fortitude Partial
Spell Resistance: No

This spell conjures one or more shards of stone that you may project at enemies. You must succeed at a normal ranged attack roll to hit, with a +1 bonus per two caster levels (+1 at first level, +2 at third etc). Each shard does 1d6 damage, and the target must make a Fortitude save or be stunned for one round. You have one shard at 1st level, two at 3rd level, to a maximum of 5 at 9th caster level.


Earth Wave
Transmutation [Earth]
Sor/Wiz 5, Dru 6
Components: V,S,M
Range: Close (25 feet +5 feet/2 levels)
Area: Cone
Duration: Instantaneous
Saving Throw: See Text
Spell Resistance: No


This spell causes the ground in front of the caster to rise up in a wave that gains in strength and size as it moves away. Anyone caught in this area takes 1d4 points of bludgeoning damage per caster level, to a maximum of 15d4, and is knocked prone and stunned for one round by the impact. A successful Reflex save reduces the damage by half, and negates the knockdown and stun. This spell may only be cast on open ground, or through thin (2 inch thickness or less) wooden flooring.
Material Component: a bit of earth from the area the spell is to be cast upon.



Vortex
Transmutation [Air]
Sor/Wiz 1
Components: V, S
Range: Close (25 ft+ 5 ft/2 levels)
Effect: Column of wind 1 ft in diameter
Duration: Concentration, up to 1 round/level
Saving Throw: None
Spell Resistance: Yes

This spell causes a swirling vortex of air to project from the casters hand towards a single target of up to Large size. The impact of the blast deals 1d6 damage per two caster levels (max 5d6), and subjects the target to a bull rush. The vortex is treated as having a strength of 18+caster level and being Large size for this purpose. The target is subject to the bull rush each round of the spell, but the damage occurs only upon first impact.
This spell does not function in an airless environment


Vacuum Burst
Transmutation [Air]
Wiz/Sor 4
Components: V, S
Range: Long (400 ft + 40 ft/level)
Area: 20ft radius
Duration: Instantaneous
Saving Throw: See Text
Spell Resistance: Yes

This spell evacuates the air from the area of effect for a brief moment, causing an explosive implosion of air. Creatures in the area take 1d6 damage per caster level (max 15d6) and are stunned for 1d4 rounds. A successful Reflex save halves the damage, and a successful Fortitude save negates the stun. This spell does not function in an airless environment



Whirlwind Blast
Transmutation [Air]
Wiz/Sor 6, Dru 7
Components: V, S
Range: Close (25 ft +5 ft/2 levels)
Area: Cone
Duration: 1 round
Saving Throw: See Text
Spell Resistance: Yes

This spell projects a swirling tornado towards your enemies. Creatures caught in the area take 1d6 points of wind damage per level, max 15d6, and are knocked prone and blown along the path of the spell to its end. A successful Reflex save halves the damage and causes the creature to be ejected from the cone of the spell, knocked prone. This spell does not function in an airless environment
 
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Heres still yet even more spells



Gravity Warp
Transmutation
Level: Wiz/Sor 7
Components: V, S, M
Casting Time: 1 Action
Range: Medium (100ft +10 ft/level)
Area: 30ft radius
Duration: Instantaneous
Saving Throw:
Spell Resistance: Yes

This powerful spell causes gravity within the area of effect to spasm violently, warping objects and creatures in the area. Everything in the area of effect takes 1d6 points of damage, to a maximum of 20d6. A successful Fortitude save halves this damage. Additionally, creatures in the area must make another Fortitude save or be stunned for 2d4 rounds.
Material component: a black opal worth at least 500 GP.



Giants Strength
Transmutation
Level: Wiz/Sor 4, Dru 4, Mys 4
Duration: 10 mins/level

As Bulls Strength accept as above, and that the subject receives an enhancement bonus of 2d4+2 points to Strength.


Superior Endurance
Transmutation
Level: Wiz/Sor 4, Dru 4, Mys 4
Duration: 10 mins/level

As cats grace accept as above and that the subject gains an enhancement bonus of 2d4+2 points to Constitution



Bestow Greater Curse
Transmutation
Level: Mys 5, Wiz/Sor 6


As Bestow Curse accept the caster may inflict a far more terrible curse upon the target. Examples include the following:

-10 effective decrease to an ability score (minimum 1)
-6 effective decrease to all ability scores
-6 enhancement penalty on attack rolls, damage rolls, saving throws, ability checks, caster level checks, and skill checks.
Each Round, the target has a 25% chance to act normally. Otherwise, he takes no action.

The caster can devise their own curse, but it should be roughly in line with the effects above. However it might be possible to inflict a more powerful, but more specific curse. For instance, the target always fails attack rolls against a certain species of creature.
 

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