Some More New Spells(Even More Spells Added)

Heres some more :-)


Waterspout
Conjuration (Creation) [Water]
Level: Wiz/Sor 1, Dru 1
Components: V, S
Range: Close (25 ft, +5 ft/two levels)
Effect: Stream of water 1 ft in diameter)
Duration: Concentration, up to 1 round/level
Saving Throw: See Text
Spell Resistance: Yes


This spell causes a stream of pressurized water to project from the casters hand towards a single target. The impact of the blast deals 1d6 damage per two caster levels (max 5d6), and subjects the target to a bull rush. The stream is treated as having a strength of 18+caster level and being Large size for this purpose. Additionally each round you maintain the spell, the target must make a Reflex save or unable to take any actions apart from defense, due to water splashing into the targets eyes, nose, and mouth. Aquatic creatures are not affected by this aspect of the spell.


Watery Fist
Conjuration (Creation) [Water]
Level: Dru 3, Wiz/Sor 3
Components: V, S
Range: Close (25 ft, +5 ft/2 levels)
Effect: Fist of Water
Duration: Concentration, up to 1 round/level
Saving Throw: See Text
Spell Resistance: No

This spell conjures a Large fist made entirely of water that you can use to perform tasks or attack your enemies. The hand has a Strength score of 20+ your Wisdom, Intelligence, or Charisma modifier (for Druids, Wizards and Sorcerers respectively), and a base attack bonus equal to your caster level (although the hand never gains multiple attacks). Its armor class is equal to 9 + your relevant spellcasting ability score modifier. The hand has Damage reduction 10/magic.The hand takes double damage from fire-based attacks. You can command the hand to attack creatures in which case it deals 1d8 points of bludgeoning damage, plus its Strength bonus (at least +6). The hand can grapple creatures no larger than itself, and constrict for 2d8 damage per round, plus one and a half times its Strength bonus. You my also use the Hand to lift and move objects, break down doors, and perform other similar tasks.


Blizzard
Evocation [Cold, Water, Air]
Level: Dru 8, Elm 7, Sor/Wiz 7
Components: V, S, M
Range: Long (400 ft, +40 ft/level)
Area: Cylinder ( 40 ft wide, 60 ft high)
Duration: Concentration, up to 1 round/level
Saving Throw: See Text
Spell Resistance: Yes

This spell causes a storm of snow and ice to rage through the area of the spell. This has several effects on creatures in the area. All creatures take 4d6 points of damage each round of exposure. Additionally, any creature that takes damage from the spell is numbed with cold for the duration and can only take a single standard or move action each round. A creature is allowed a Fortitude save each round to reduce that rounds damage by half, and negate the numbing for that round.. Also, any creature attempting to move on the ground within the spells area must make a successful Balance check or Reflex save to avoid slipping on the ice and falling prone
Material Component: A white opal worth at least 500 GP


Bolts of Fire
Evocation [Fire]
Level: Dru 7, Elm 5, Wiz/Sor 5
Components: V, S
Range: Medium (100ft +10 ft/level)
Targets: One or more creatures or objects
Duration: 1 round/2 levels
Saving Throw: Reflex Half
Spell Resistance: Yes

This spell allows you to project searing bolts of fire from your hands or eyes. The spell deals 1d6 damage per caster level, to a maximum of 15d6. You may divide this damage among individual bolts however you choose, but each bolt must deal at least 1d6 damage. A Reflex save is allowed to halve the damage. Additionally any creature that fails its save against a given bolt catches fire and continues to take 1d6 fire damage each round, until they succeed at a Reflex save.
 

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Sorry, thats just too many spells to critique. My suggestion would be to look through your books and compare. Ask yourself if there is any reason to NOT take it, there should be very few spells like that and they should all mostly be in the phb (mm, shield, fireball, etc). Michael Morris has created over 200 spells for his Dusk campaign, check out what he's done, its hosted on ENworld.

Finally you can run some mock playtests. Set up a reasonable challenge for some PCs with your new spells, see how quickly the encounters end.

Some things can be eyeballed (damage caps on spells, simple comparison to existing spells) but other things can only be evaluated with testing. I think for instance, testing your mystic spells that are extremely effective against undead is a good idea. Run some playtest "iconic" PCs that would appear in your campaign against some undead groups. Then run the same ones against other things that the spell wouldn't affect. Rinse and Repeat.

A lot of balancing is trial and error and when I do critique someone's work I try to do a little. I think I've helped you get on track with juggling numbers a little better, but I can't help you with a whole spellbook. If there is a particular spell you are going back and forth on, I'll give it a look.

Good Luck,

Technik
 

Sorry, thats just too many spells to critique. My suggestion would be to look through your books and compare. Ask yourself if there is any reason to NOT take it, there should be very few spells like that and they should all mostly be in the phb (mm, shield, fireball, etc). Michael Morris has created over 200 spells for his Dusk campaign, check out what he's done, its hosted on ENworld.

I've never really gotten the whole reason not to take something deal as most people present it. Theirs plenty of stuff, in the PHB, thats good enough to take without a second thought. However, I always give things second thoughts for roleplaying and character concept reasons if nothing else.
Now I understand the deal of not wanting a spell to totaly outshine all others of its level...like the current Haste for instance. I think I've managed to avoid that.
I also totaly disagree with the implication that all good spells should be in the PHB. The spells in the PHB are, of course, DnD icons...but that has nothing to do with balance. theres some legacy DnD spells that kind of suck as well.
Anywho if you would take a closer look at the elemental spells just to see if I've missed anything glaring I'd apreciate it. I mean the 3 of Earth Water and Air mainly. I think their ok but a second opnion never hurts.
 

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