Some Spells for review.

Destil

Explorer
Sorry, in advance, about the poor formating. Copy/paste from word has the problem of stripping all my color / bold / italic content, as well as messing up the tables, and I'm too lazy to redo it this time, so...

PRISMATIC FLASH
Evocation
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 action
Range: Close (25 feet + 5 feet / 2 levels)
Effect: One creature or one object no larger than a 5'x5'x5' cube
Duration: See Text
Saving Throw: See text
Spell Resistance: Yes
A shimmering, multicolored bead about one inch in diameter is projected from your finger to a single target. The caster makes a touch attack (energy missile), on impact it the bead flares into a flash of colored light, affecting the target as determined below.

1d8 Color of Flash Effect
1 Red 1d6 points of fire damage (Reflex save negates)
2 Orange 2d6 points of acid damage (Reflex save negates)
3 Yellow 4d6 points of electricity damage (Reflex save negates)
4 Green Poison. 1d2 point enhancement penalty to Con for 1d4 minuets (Fortitude save negates)
5 Blue Partially petrified for 1d4 rounds, see below (Fortitude save negates)
6 Indigo Confused (see Confusion spell) for 1d4 rounds (Will save negates)
7 Violet Shifted to the ethereal plane for 1d4 rounds (Will save negates)
8 The flash is particularly bright, pulsing with white light as well as colored. If the target is a creature with 2 HD or fewer it must make a fortitude save or be blinded for one round. Roll again for the main color, ignoring any "8" results.
(Only the red, orange, yellow and blue flashes affect objects)

Partial petrifaction from the blue missile has the following effects as the creature's skin (or outermost layer, for creatures without skin) becomes hard and stone like: the creature gains damage reduction 5/+1, but this also causes it to act as if slowed for the duration. This slowing does not dispel haste, but rather simply suppresses it for the duration (the target acts normally, the effects cancel each other out). Objects increase in weight by a factor of 1.2. Incorporeal creatures, creatures already made of stone or similar material and objects made of stone or similar material are unaffected.
Material Component: A tiny shard of glass, crystal or a clear gemstone (rock crystal, diamond et cetera).

PRISMATIC STROBE
Evocation
Level: Sor/Wiz 2
Components: V, S, F
Casting Time: 1 action
Range: Medium (25 feet + 5 feet / 2 levels)
Effect: Strobing flashes of light 5 feet in diameter
Duration: 1 round / level (D)
Saving Throw: See text
Spell Resistance: Yes
A series of flashes, identical to the type created by the impact of a Prismatic Flash, form anywhere within range. These multi-colored bursts of light appear stationary, individually, but the location of the flashes appears to 'move' as you direct them. This illuminates an area like a torch, but the disorientating nature of the flashes grants one quarter concealment (10% miss chance) if used as the only source of light in the area (creatures with darkvision, or able to rely on blindsight, scent, tremmor-sense or similar non-visual or senses are unaffected). The primary function of this spell, however, is as an weapon or a stationary defense. The caster can, as a move equivalent action, move the strobbing light up to 20 feet in any direction or manner you wish. If it enters an area occupied by a creature of object it stops for the round and affects it as if a single Prismatic Bead had struck it.
Each color of the strobe can be brought down individually with the following magical affects, in any order. The strobe needs only enter the area of effect of an active spell with a duration, be caught in the area of effect of an area of effect spell, or be specifically targeted by a spell. Each time a color is negated roll 1d8: if this roll produced a flash of white light or a flash of a color that is now negated the Prismatic Strobe ends. If the strobe remains in effect after one or more colors are negated treat any rolls of those color as a roll of an 8, but do not re-roll to see what the original color was (it was only a flash of white light), if you initially roll an 8 and then roll a negated color, ignore the second roll.

Color Negated by
Red Spells with the Cold descriptor
Orange Air or wind related spells (Obscuring Mist, Gust of Wind et cetera), or contact with an air elemental
Yellow Transmutation spells
Green Spells with the teleportation descriptor, any sort of magical gate or portal
Blue Force effects: striking a Wall of Force or someone protected with Mage Armor, bracers of armor; being targeted by a single Magic Missile et cetera
Indigo Spells with the Light descriptor
Violet Being within the area of an area of effect Dispel Magic automatically negates the purple flashes, roll to see if the strobe ends due to this before you determine what spell is dispelled. A targeted dispel magic also automatically negates the purple effect, and has a chance to both dispel it normally or cause it to fail.

Focus: A multi-faceted prism.

PRISMATIC SHELL
Abjuration
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Touch
Effect: One creature
Duration: 1 round / level
Saving Throw: Will negates (Harmless) / Fortitude Negates
Spell Resistance: Yes (Harmless)
Prismatic shell creates a shimmering, translucent shell around the creature touched which provides a number of defensive benefits. Each layer of the shell provides it's protection against a single attack and then collapses, and any one attack is only affect by the outer most layer than will affect it (the violet layer, for instance, only comes into play if an attack is unaffected by all other layers). Additionally creatures with 2HD or fewer who attempt to make a melee attack against the creature protected during the spell's duration must make a fortitude save or be blinded for 1d4 rounds by a flash of white light (this happens before the attack roll is made, and the attacker suffers a miss chance on that initial attack if they fail their save). The defenses are applied in the order listed (the flash is the first effect, and may prevent some attacks from ever reaching the shell). So, for instance, a magical Ray spell that deals acid damage could be blocked by +6 deflection bonus of the orange layer, if that layer wasn't functioning it could be blocked by the Indigo layer's Spell Resistance, and if both were down would be affected by the Violet layer. If the spell didn't require an attack roll it would be absorbed by the energy resistance of the orange layer, rather than the deflection bonus to AC.
Additionally, the layers of the shell can be negate by certain spells if it is caught within their area of effects, or if they are targeted at the creature it protects. This happens automatically, before the normal effects of the spell are determined and does not affect the spell used to negate the layer at all (so a disintegrate that takes down the yellow layer may still be affected by the Orange, Indigo or Violet layer, for example).

Order Color Effect of Color Negated By
1st Red Damage Reduction of 15/+2 against one non-magical ranged attack Cone of Cold
2nd Orange +6 Deflection bonus or energy resistance 20 against a spell attack Gust of Wind
3rd Yellow +6 Resistance bonus to saving throws vs. a Poison, Gas or Petrifaction attack Disintegrate
4th Green +6 Resistance bonus to saving throw vs. Breath Weapon Passwall
5th Blue +6 Resistance bonus vs. any Mind Affecting effect or SR 18 vs. a Divination spell Magic Missile
6th Indigo SR 18 vs. any one spell Daylight
7th Violet Stops 20 hit point damage from a single attack of any type (including subdual damage), Dispel Magic
or 6 points of temporary ability score damage
Material Component: A polished sliver of mica.

PRISMATIC MISSILES
Conjuration / Evocation
Level: Sor/Wiz 6
Components: V, S
Casting Time: See Text
Range: Close (25 feet + 5 feet / 2 levels)
Effect: 1 missile of light / 2 caster levels (maximum of 7 missiles)
Duration: 1 round + 1 round / 2 levels
Saving Throw: See text
Spell Resistance: Yes
This spell creates a series of shimmering missiles that the caster can throw in sequence. Casting this spell is either a standard action, in which case the caster can not throw any missiles during the first round, or a full round action, in which case the initial red missile is thrown during the first round. For the duration of the spell the caster can throw one missile as a standard action each round, regardless of his base attack bonus (throwing a missile is not an attack, it is a standard action).
Each missile is a touch attack (energy missile) that can be thrown at any target within range. Should the missile hit it explodes in a flare of colored light, affecting the target as indicated below (while reflex saves for the first three attacks may seem odd in addition to touch rolls, the actual impact of the missiles does no damage, it simply triggers a flare of energy). Additionally any creature struck with 4 HD or less are blinded automatically (see Blindness/Defenses) for 1d4 rounds. The caster must use the missiles in the proper order for prismatic effects (red, orange, yellow, green, blue, indigo, violet) he can not throw the orange missile until after he has used the red, and likewise can not skip directly to the blue missile for the first attack, can not use multiple yellow missiles et cetera.
In addition to the standard counter-spelling mechanics for this spell one can counter the individual missiles. This works like counterspelling, however rather than use the same spell or a dispel you must use the proper 'negated by' spell depending on the color of the missile. You need make no spell craft check for this once you've initially identified this spell. So during the first round if you had readied yourself to counter spell and properly identified this spell you could either counterspell it with prismatic missiles, Dispel Magic or Greater Dispelling (fully countering the spell) or Cone of Cold (countering just the initial red missile). You need only properly identify the spell with a spellcraft check once, if you have already identified the spell you can counter it without a second roll.

Order Color Effect (Saving throw) Negated By
1 Red 20 points fire damage (Reflex half) Cone of Cold
2 Orange 40 points acid damage (Reflex half) Gust of Wind
3 Yellow 80 points electricity damage (Reflex half) Disintegrate
4 Green Poison (6d6 temporary Con damage, Fortitude partial 1d6 temporary Con) Passwall
5 Blue Turned to stone (Fortitude negates) Magic Missile
6 Indigo Insane, as insanity spell (Will negates) Daylight
7 Violet Sent to another plane (Will negates) Dispel Magic

Prismatic Stability
Your prismatic spells are harder to negate.
Benefit: You may reinforce any multi-layered prismatic spell you have cast with a standard action, re-activating a single color that has been negated. You must be within the spell's original range to do this. This does not work once the prismatic spell has been brought down completely. To reinforce a permanent prismatic spell [made thus via with the permanency spell] you must pay 1/7th the original XP cost of permanency.

Prismatic Control
You have greater finesse with your random prismatic spells.
Benefit: You may roll two dice for the color result used to determine the effect of a prismatic spell, and choose which roll to apply. This apples to rerolls for '8' results, as well.

Prismatic Oscillation [metamagic]
Your prismatic spells shimmer more strikingly between the various colors.
Benefit: Instead of rolling 1d8 to determine the effects of a prismatic spell, roll 2d8 and apply both rolls. If either comes up as '8' then the target is affected by three colors, continue rolling until you have three non '8' results. A prismaticly oscillating spell takes up a spell slot two levels higher than normal.

Prismatic Irregularity [metamagic]
You can create prismatic spell effects that do not conform to the normal color scheme of a prismatic spell.
Benefit: When casting a Prismaticly Irregular spell, select one color and replace it with any of the other colors (for spells with d8 rolls you could replace or double the 8: white / reroll result, if you wish). The original color is no longer present, and the new color occurs twice in the effect (or twice as often). For spells with successive layers, the old layer is gone, and the new layer is concurrent with the original color (A prismatic wall with it's red layer shifted to indigo would thus have layers Orange, Yellow, Green, Blue, Indigo, Indigo, Violet). For d8 rolls simply replace the old color with the new on the rolling chart. A prismaticly irregular spell takes up a spell slot one level higher than the original spell.

Prism Mirror [meta-magic]
You can create prismatic effects in reverse order.
Benefit: A Prism Mirror spell operates in the opposite order of a normal prismatic spell. Spells without successive layers or effects are unaffected by this feat. Other prismatic spells are reversed, going from Viloet on the first later / effect to red on the last. A Prism Mirrored spell takes up a spell slot two levels higher than normal.

[A number of prismatic spells and even some related feats. I wanted to expand the list a bit and add a wizard's collage that had a niche for prismatic magic to my world, but have had a hard time coming up with more than these… prismatic missiles is a re-post of something I did a while ago and is still my favorite of the bunch.]

PHANTASMAL STUN
Illusion (phantasm)
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Close (25 feet + 5 feet / 2 levels)
Effect: One creature
Duration: Instantaneous
Saving Throw: Will disbelief, Fortitude partial
Spell Resistance: Yes
This spell projects an phantasm, a personalized mental image within the mind of the target, of a tremendous physical trauma, such as a solid blow to the head, or a jarring electrical stun. You see only a shadowy shape or motion. If the target fails their will save to disbelieve the illusion they receive a fortitude save against this perceived trauma. On a failure the creature is stunned for 1d4 rounds, on a success the perceived shock still deals 1d4 points of subdual damage.

[There should be more phantasms]

BLADESTREAM
Evocation
Level: Sor/Wiz 1, Dru 1
Components: V, S, M/DF
Casting Time: 1 action
Range: Touch
Effect: One slashing or piercing weapon
Duration: 1 minute / level
Saving Throw: Will negates (object)
Spell Resistance: Yes (harmless)
The blade of weapon touched becomes sounded by a thin layer of water that moves and swirls at tremendous speeds across it's surface. This adds 1d6 slashing damage on a successful attack, though the strange gyroscopic forces at work on the blade, causes a -1 circumstance penalty to attack rolls for the duration. This bonus does not stack with that of a flaming, icy, or shocking weapon's added damage, as this simply extinguishes the fire, freezes the water and shorts out the current, respectively.
Arcane Material Component: A tiny leather dagger sheath, cut from a wineskin.

FROZEN SPEAR
Conjuration (creation) [cold]
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: 0 ft.
Effect: One crystalline spear of magical ice
Duration: 1 hour / level or until used
Saving Throw: Reflex half (see text)
Spell Resistance: Yes
Frozen Spear creates a magical (+1 enhancement bonus, icy) shortspear of pure ice, one size category larger than the caster (a human, for instance, gets the standard large shortspear). The spear is a typical shortspear in every regard, except it has the hardness of ice (+1 point as a +1 weapon). After any successful melee attack the caster can opt, as a free action, to have the spear shatter in a blast of focused cold. This deals an additional 1d6 cold damage / 2 caster levels (maximum 5d6) to whatever the caster struck with the spear.
If the spear ever leaves the caster's hand it explodes with a similar blast of cold: any creature within 5' of the spear takes 3d6 cold damage, a reflex save halves this amount. If intentionally thrown the spear explodes in this manner after it strikes something, otherwise this happens instantly (typically catching the caster in the blast). If the spear is thrown and hits it's target, they are caught in the effect, likewise if it hits their touch AC but fails to penetrate their armor. If the throw is a clean miss the DM determines where the spear explodes. If the spear is disarmed with a weapon both the disarmed and the wielder are caught within the blast, the same effect results from the spear being sundered. If the spear is caught by or disarmed bare-handed by a foolish individual they get no reflex save against the damage from the explosion.
Check for spell resistance only against the blast of cold from an exploding spear, or from the willed shatter after a successful melee hit.
Material Component: A drop of water from a melted icicle.

WATERBLAST
Evocation
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Close
Effect: See text
Duration: Instantaneous
Saving Throw: (see text)
Spell Resistance: Yes
This spell creates a sudden controlled blast of water under high pressure. There are three versions. All can be used to a varying extent to extinguish fires and such, and produce about 10 gallons per caster level if the water is properly collected.
Spray - This effect is a loose but powerful spray of water across a wide area. It creates a cone starting at the caster out to the maximum range of the spell. Any creature or object caught in this blast must make a reflex save or be knocked prone or over (in the case of unsecured objects). Creatures of huge or larger size are immune.
Stream - A more focused and high pressure application of the same amount of water into a stream about one foot in radius, effectively a ray. If you make a ranged touch attack against a creature it can be used as if bull-rush, using an effective strength score of 14+ your caster level (maximum effective strength of 24). The waterstream is counted as a medium sized creature. It can not push a creature or object beyond it's maximum range. It can push an unsecured object across the ground as if it were a creature of the same strength and size as used when determining bull rush results. (See Table 9-1, PH 142)
Jet - Forcing the same amount of water into a jet only the slightest fraction of an inch across, no more than a few hairs wide, can produce a truly staggering force of pure destruction. A waterjet, deals 1d4 slashing & piercing damage / level (maximum 10d4) on a successful ranged touch attack (also a ray) as it shears effortlessly through flesh and along the bone underneath, following the past of least resistance. However, the jet looses potency quickly as air resistance breaks it apart: this form of the spell only deals half damage if used beyond a range equal to your normal melee reach.

[A trio of custom spells for a Sorcerer / Fighter of mine, Focused on water spells (his fireball was a steam explosion, too). The last one could be a bit much at times, I'm not really sure how well I balanced the potential usefulness/damage vs. the limitations…]

VOID SPHERES
Conjuration (Creation) / Abjuration
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 full round
Range: Close
Effect: 1d4+4 spheres of near nothingness
Duration: 10 minuets / level
Saving Throw: (see text)
Spell Resistance: Yes

When you cast this spell you tear 1d4+4 pesutoholes into the continuity of the multiverse, wrenching open the fabric of time and space with sustained pules of negative energy. These spheres of absolute blackness are each about 2 inches in diameter, with a slight haze around the edge where the negative energy emerges into the normal world, and orbit slowly around your neck or wrist (caster's choice) at a distance of a few inches. This spell was possibly designed as a stepping stone, a way to practice before creating an actual sphere of annihilation. There are three specific features of the spheres. If you casting this spell while a previous casting is still active roll 1d4+4, if this result is more spheres than you currently have you now have this many spheres. Otherwise there is no effect, except that is counts as a new 'casting' with regards to SR checks (see below).

Absorption: As a standard action you may specify a single evocation or conjuration of no more than 5th level that the spheres will offer near complete protection from. If that spell is then cast, a single sphere breaks away and destroys the energy, object or creature evoked, summoned or created. This a free action that happens on the same initiative the spell is cast, and before the spell can have any effect. It specifically affects certain types of spells as follows:
If the specified spell conjures a creatures or creatures within Void Spheres' range a single sphere flies off and destroys the creature(s). Summoned creatures have their prime material manifestation destroyed, called creatures are only banished to the negative energy plane, and are allowed a Will save to negate this effect. Creatures with spell resistance (called or summoned) are allowed a SR check to negate this effect. This offers no protection if the creature moves into range after being conjured, or if you move into range of already conjured creatures. Multiple creatures conjured by the same spell and all within 30 feet of each other and within range are all destroyed by a single sphere, otherwise the sphere only negates one group of the creatures (and will never effect those conjured out of range).
Objects created by the specified spell within the range are destroyed. Objects too large to fit entirely within range of the spell are only partially destroyed (whatever section was within range of the spell).
A specified healing spell has it's positive energy destroyed as the sphere strikes the caster of the spell.
If a specified area of effect spell would include you within the area one of the spheres dilates around you, instantly destroying the energy or matter within a 10 foot radius globe (the area of effect does not include this area) centered on you. This area remains excluded from the spell's area of effect for the specified spell's entire duration.
A specified targeted or touch spell cast to affect you is negated as a sphere flies off and destroys the energy or object created. This is only triggered if the spell is targeted at you. If a spell only partly targets you, such as a Magic Missile or Flame arrow aimed at more than one person, only the part that would affect you is destroyed.
As the spell is negated the sphere is destroyed, and the remaining spheres are no longer specified to protect against any spell. You must take a standard action again to specify a new spell. You can change the specified spell as a standard action.

Energy Missile: You can throw spheres as energy missiles against any creature within range. One sphere deals 4d6 damage on a successful touch attack, half negative energy damage and half as a result of the partial destruction of whatever they strike. You are limited in the number spheres you can throw per round by your base attack bonus.

Burst: You can throw a single missile to expand into a fireball like effect as a standard action, causing a 10 foot radius burst anywhere within the spell's range. This deals 4d6 damage to everything within the burst, also half negative energy and half from partial destruction. A successful will save reduces this damage by one half.

Spell resistance applies to all uses of the spheres. Check for SR first time a casting of the spell attempts to affects creature: if you succeed in overcoming their SR all spheres from this casting affect the creature. Likewise if a sphere tries to destroy a creature as it is summoned and you fail because of the creature's SR, none of the spheres from this casting will affect that creature. If you succeed the effect of successive spheres is rarely an issue, but should you be obsessive enough to track down the creature within it's home plane or the negative energy plane before the spell's duration or spheres are expended all spheres from this casting will not be affected by it's SR.
Special: A If you have a talisman of the sphere grants you gain a +2 competence bonus to Attack Rolls, Spell Caster level checks to over come SR, and Saving Throw DCs when using this spell. If an intended target has one, however, you have a -2 competence penalty to these rolls with regards to them alone.

[Ignore the secondary school if you're not into that sort of thing. A spell with many potential geneses. One is a quote from Piratcat's old secondary story hour: "Ah. Prismatic wall. An excellent, if somewhat disappointingly unoriginal, combination of Conjuritive and Abjurative magic..." Which has had me thinking for a while about what an original combination would look like. Also my love for energy missiles and spheres of annihilation plays into this one. It may be a bit much, though… perhaps it would be better at 8th level with slightly increased damage?]
 

log in or register to remove this ad

oooh more spells from destil!!!!! I like ... will read tomorrow, when I'm more awake

I'm still a big fan of Destil's Shard Strike!!! (I change the spell name to include yours ... it sounds very bigbyish. and I made it a Drd2 spell ... the druid version uses pine needles, twigs, rocks ... anything from the natural surrounding ... a shard strike full of sand would be nasty!)

wolf out.
 

The first and last time I used shardcone in a game was during a near TPK (4 out of 5 people down for good), even though I forgot to apply the secondary bleeding damage. It was really the result of very poor planing, rather that of the spell, which preformed right where it was supposted to...
In fact since I'm about to start running a new game with the same players in the same world, I think I'll need to throw out a scroll of it at some point early on, just for the memories. :D
 

I like the flavor; these are all *really* cool.

BUT....

PRISMATIC spells.
These are all *incredibly* overpowered.
Prismatic Flash allows Slow, Ethereal Jaunt, Confusion, and 4d6 damage all at 1st level. This is WAY to powerful; as written this is at least 4th. Prismatic Strobe is essentially a multi-round area of effect Prismatic Spray at 2nd level. Prismatic Shell is essentially a single-use Prismatic Sphere and is more properly 6th (or better), not 3rd. The Prismatic Missiles may actually be balanced at 6th.

The Prismatic Metamagic feats are also overpowered.
Prismatic Stability
Your prismatic spells are harder to negate.
Benefit: You may reinforce any multi-layered prismatic spell you have cast with a standard action, re-activating a single color that has been negated. You must be within the spell's original range to do this. This does not work once the prismatic spell has been brought down completely. To reinforce a permanent prismatic spell [made thus via with the permanency spell] you must pay 1/7th the original XP cost of permanency.
What is the cost of regenerating the spell layers? Must I have the corresponding spell prepared when I do this? Am I bound to regenerate the layers in order? I'd suggest at least a +1 level adjustment, maybe even a +2.

Prismatic Control
You have greater finesse with your random prismatic spells.
Benefit: You may roll two dice for the color result used to determine the effect of a prismatic spell, and choose which roll to apply. This apples to rerolls for '8' results, as well.
This removes one of the primary limitations of the Prismatic Spells. I'd say this is worth at least +1 levels.

Since I'm choosing the colors, instead of randomly, Prismatic Irregularity is probably worth a +2 adjustment.

Prismatic Oscillation and Prism Mirror are just about right.

I like Phantasmal Stun, Bladestream, Frozen Spear, and Waterblast. All are cool and seem well-balanced, though the Jet version of the Waterblast should probably have its damage reduced.

I like it. I've tweaked it a little. The damage is probably still a little weak for 7th level, but since all the effects are concurrent, it's probably about right.
VOID SPHERES
Conjuration (Creation) / Abjuration
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 full round
Range: Close
Effect: 1d4+4 spheres of near nothingness
Duration: 10 minuets / level
Saving Throw: (see text)
Spell Resistance: Yes

When you cast this spell you tear 1d4+4 pesutoholes into the continuity of the multiverse, wrenching open the fabric of time and space with sustained pules of negative energy. These spheres of absolute blackness are each about 2 inches in diameter, with a slight haze around the edge where the negative energy emerges into the normal world, and orbit slowly around your neck or wrist (caster's choice) at a distance of a few inches. This spell was possibly designed as a stepping stone, a way to practice before creating an actual sphere of annihilation. There are three specific features of the spheres. If you cast this spell while a previous casting is still active roll 1d4+4, if this result is more spheres than you currently have you now have this many spheres. Otherwise there is no effect, except that this counts as a new 'casting' with regards to SR checks.

Absorption: As a standard action you may specify a single evocation or conjuration of no more than 5th level that the spheres will offer near complete protection from. If that spell is then cast, a single sphere breaks away and automatically counters the spell.
As the spell is negated the sphere is destroyed, and the remaining spheres are no longer specified to protect against any spell. You must take a standard action again to specify a new spell. You can change the specified spell as a standard action.

Energy Missile: You can throw spheres as energy missiles against any creature within range. One sphere deals 8d6 damage on a successful touch attack, half negative energy damage and half as a result of the partial destruction of whatever they strike. You are limited in the number spheres you can throw per round by your base attack bonus.

Burst: You can throw a single missile to expand into a fireball like effect as a standard action, causing a 10 foot radius burst anywhere within the spell's range. This deals 8d6 damage to everything within the burst, also half negative energy and half from partial destruction. A successful will save reduces this damage by one half.

Special: A If you have a talisman of the sphere grants you gain a +2 competence bonus to Attack Rolls, Spell Caster level checks to over come SR, and Saving Throw DCs when using this spell. If an intended target has one, however, you have a -2 competence penalty to these rolls with regards to them alone.
I changed to an "auto-counter" effect because that seemed to be more in line with what you intended. It also dramatically decreased the complexity, usually a good thing. Finally, it also avoided the implied "area insta-kill, no save" effect for summoned creatures, which seemed a little harsh.

Again, all cool. Very flavorful. But a little out-of-whack.
 

Re: Re: Some Spells for review.

GuardianLurker said:
PRISMATIC spells.
These are all *incredibly* overpowered.
Prismatic Flash allows Slow, Ethereal Jaunt, Confusion, and 4d6 damage all at 1st level. This is WAY to powerful; as written this is at least 4th. Prismatic Strobe is essentially a multi-round area of effect Prismatic Spray at 2nd level. Prismatic Shell is essentially a single-use Prismatic Sphere and is more properly 6th (or better), not 3rd. The Prismatic Missiles may actually be balanced at 6th.

Okay, let's start with Flash. You're right about the confusion and the damage being too much, I was worried about damage the entire time, but the thought of confusion being too powerful for a 1st level hadn't crossed my mind. But compairing it to Eatheral Jaunt is a bit much.. the're very diffrent effects. Jaunt is a planar travel spell, lets you go through walls, makes you invisibility et cetera. This is more of a you-can't-hurt-us but we-can't-hurt-you and effect, since flash is really an offiensive spell. Any creature familiar with the etheral plane is at a bit of an advantage, sine they can use the mobility unlike some other sort of spell that takes you out of the fight. The slowing effect should most likely be reduced a bit, as well, or have the bonus increased. But most of these effects are fully negated by a save, and only last 1-4 rounds... not so bad, really. I think many wizards would take Magic Missile over this, or sleep, or color spray at 1st. At higher levels it scales a bit better than sleep or spray, but so do saving throws, so it's of limited use.

Prismatic Flash Table v1.1
Code:
[color=white]1d8	Color of Flash	Effect[/color]
[color=red]  1	Red		2 points of fire damage (Reflex half)[/color]
[color=orange]  2	Orange		4 points of acid damage (Reflex half)[/color]
[color=yellow]  3	Yellow		8 points of electricity damage (Reflex half)[/color]
[color=green]  4	Green		Poison. 1 point tempory Con Damage (Fortitude negates)[/color]
[color=blue]  5	Blue		Partially petrified for 1 round, see below (Fortitude negates)[/color]
[color=indigo]  6	Indigo		Disoreinted for 1d2 rounds (Will negates)[/color]
[color=violet]  7	Violet		Shifted to the ethereal plane for 1d4 rounds (Will negates)[/color]
[color=white]  8	White & Color   Blinds, Roll again for primary color.[/color]
(Only the red, orange, yellow and blue flashes affect objects)

Partial petrifaction from the blue flash has the following effects as the creature's skin (or outermost layer, for creatures without skin) becomes hard and stone like: the creature gains damage reduction 10/+5, but this also prevents the creature from being able to move or take any action for duration of the effect (as if effected by the spell daze, only it can affect any creature). Objects increase in weight by a factor of 1.2. Incorporeal creatures, creatures already composed of stone or similar material and objects made of stone or similar material are unaffected.
Disorientation from the Indigo flash limits a creature to a partial action each round, and is a mind-affecting enchantment.

The white result means the flash is particlay bright and pulses with white light as well, blinding a target creature with 2 HD or fewer (a fortitude save negates this, roll seperately from the other effects) for 1 round. Roll again for the main color, ignoring any "8" results.

So, now it will do up to 8 elemental damage (reflex save for 1/2), Take an opponent out of the fight for 1d4 rounds (will save negates), possibly deal 1 tempory point of con damage(fort save negates), or reduce/remove their ability to act for up to 2 rounds. With a 1/8 chance of blinding low HD creatures for 1 round, in additiion. How's that for a 1st level spell?

Prismatic Strobe should be balanced fine once Prismatic Flash is balanced. It's basicly just a slower moving flame sphere.

Prismatic Shell is balanced against various similarly leveled defensive spells, and dosn't scale to the caster's level at all. It's gauged against Spell Resistance, Protection from Arrows and similar. It has a very short duration, and only protects from a limited number of attacks, but offers very good protection from each. Two arrows would completly use up it's protection so a third would go through fine, as would the same spell cast 3 times. But is is quite powerful... perhaps as a 4th level spell and limited to personal range it would work better?

What is the cost of regenerating the spell layers? Must I have the corresponding spell prepared when I do this? Am I bound to regenerate the layers in order? I'd suggest at least a +1 level adjustment, maybe even a +2.
It's suppostd to be a +1 meta magic feat, but I think that got lost in editing... And, yes, the layers are reactivated in order, red to violet. Good catch, I din't think about that.
This removes one of the primary limitations of the Prismatic Spells. I'd say this is worth at least +1 levels... Since I'm choosing the colors, instead of randomly, Prismatic Irregularity is probably worth a +2 adjustment.
Accualy, this is intened to work like Spell Focus or similar feats, Since it dosn't make the spells any more potent, simply less random. It's most analagous to improved critical, I suppose. I also asumed that all of the effects of a prismatic spell are balanced against the spell's level, even if it weren't random... It's also still quite random, you just have a slight bit of control like this...
I like Phantasmal Stun, Bladestream, Frozen Spear, and Waterblast. All are cool and seem well-balanced, though the Jet version of the Waterblast should probably have its damage reduced.
Second level damage spells in the PH are a bit weak, really... according to DMG guidelines the maximum damage for a single target spell is 10 dice at this level. I reduced this to d4 in order to balance out the non-elemental nature of the damage, and the range limitation is to help compinsate for the general usefull-ness of a spell with 3 versions... Really I suppose 1d6/caster level (max 5) with a normal range would be fine, too. But since it's intened for a PC who stayes in melee, I like it like this.
I changed to an "auto-counter" effect because that seemed to be more in line with what you intended. It also dramatically decreased the complexity, usually a good thing. Finally, it also avoided the implied "area insta-kill, no save" effect for summoned creatures, which seemed a little harsh.
This time, I think you're tweek is a bit much... ;) With 8d6 damage/missile, you'll be doing 16d6 on a good round (it's according to BAB, and the minimum caster level is 13, so even a wizard is getting 2 attacks). And that's with no saving throw, and no elemetal affintity... And in the hands of someone focused on energy missiles (Point Blank Shot, Rapid Shot, Weapon Focus(energy missile), Improved Critical(energy missile)) this is just staggeringly powerful. But the fireball type attack does need a damage increase... Humm... perhaps 4d6 for the missile, and using 2 spheres for the fireball, dealing 8d6. Also, the auto countering is much more elegant, only I'd change it just a little, adding. "In addition, unlike standard counterspelling, this functions as long as any part of effect or target of the spell countered would be within Void Sphere's range, the spellcaster does not need to be within range, as the spehere accualy destroys the effect or energy as it's created."

For refrence 7th level arcane spells should deal a maximum of 20 Dice of damage to a single creature, or 20 dice of damage to all creatures in an area of effect. 6th level single creature spells also max at 20 (AoE are 15), so there can be all sorts of added features beyond damage... This spell makes 5-8 spheres, so using 1 for 4d6 damage gives you 20-32 dice. But the DMG guidelines are for instantanious spells, since this one does more damage over more time it's fairly good, still.
 
Last edited:

Re: Re: Re: Some Spells for review.

Destil said:

Okay, let's start with Flash. ... But compairing it to Eatheral Jaunt is a bit much.. the're very diffrent effects. Jaunt is a planar travel spell, lets you go through walls, makes you invisibility et cetera.
You're still shifting something to the Ethereal Plane, even if you only do that for 1d4 round. The rest of the effects you list are merely results of that shifting, not the spell itself. For a first level spell, the partial petrification is probably better model for "you can't hurt us, we can't hurt you", since DR 10/+5 will effectively block any attack (other than spells) a low-level party has. Note however, that DR 10/+5 is also the same protection granted by stoneskin. I think you're saved by the short duration and immobility, though.

I also understand you're trying to the Plane Shift ability of the full-power prismatic spells. I'm at a loss as to what could replace it, though a short duration gaseous form or some such may be a viable alternative. The main problem is that planar travel of any form isn't really suitable for low-level parties; the first spell that really deals with this is blink and even with it's limitations, blink is still one of the more powerful 3rd level spells. It's a poser.


But most of these effects are fully negated by a save, and only last 1-4 rounds... not so bad, really. I think many wizards would take Magic Missile over this, or sleep, or color spray at 1st. At higher levels it scales a bit better than sleep or spray, but so do saving throws, so it's of limited use.
I'm glad you brought color spray up, as it had slipped my mind. You do realize that color spray is supposed to be the 1st level prismatic spell you're trying to create? The points you make are good ones (though I think I disagree about the spell selection - I'd definitely choose this over MM, for instance), and it's not a knock against the need/desire for a lower-powered but more complete prismatic effect.

I also think you went a little too far on nerfing the damage; a d4 or d6 of the appropriate damages would probably be more in keeping with the damage guidelines, without being excessive.

Also, I'm still unsure about the partial petrification effect; while the combination of its two subeffects seems to be aprropriately balanced, in some sense it's a combination of stoneskin and hold person. These are both incredibly powerful spells in their own right.

You've managed to convince me that it's more likely a 2nd or 3rd level spell.


Prismatic Strobe should be balanced fine once Prismatic Flash is balanced. It's basicly just a slower moving flame sphere.
Actually, when I first read the spell, it wasn't clear if you were modelling flaming sphere or an artillery-flare burst effect. Either way, it's very different from the other prismatic spells, which are all either immobile, or an instaneous cone. And the cone effect only affects typically a single opponent (perhaps as many as 3 closely-packed ones).

Consider what a mobile rolling Prismatic Sphere would be like.

Of all the new prismatic spells, prismatic strobe is the most innovative, and also the one that worries me the most, because I'm not sure how the changes will affect its power. Right now, I'm leaning towards a +2 (or +3) level adjustment from flash.


Prismatic Shell is balanced against various similarly leveled defensive spells, and dosn't scale to the caster's level at all. ... But is is quite powerful... perhaps as a 4th level spell and limited to personal range it would work better?
SOLD!


I also asumed that all of the effects of a prismatic spell are balanced against the spell's level, even if it weren't random... It's also still quite random, you just have a slight bit of control like this...
From my point of view, one of the things that's always made the prismatic spells so powerful is the variety of effects rolled into one spell. Some of these effects are incredibly powerful. Working against this, the defensive variants place the more powerful effects farthest in, while the offensive ones randomize the results.

Moreover, suppose I used the metamagic feats multiple times? Since I can choose which colors I swap out, I can dramatically increase the power fairly quickly.

About Waterblast's jet form:Really I suppose 1d6/caster level (max 5) with a normal range would be fine, too. But since it's intened for a PC who stayes in melee, I like it like this.
Yeah, maybe you're right. On the other hand, a 10d4 melee attack is mucking nasty, and the fighter-types might get jealous. ;) This is one of those things I'd watch. I've also found it easier to revise power upwards than downwards, so I tend to aim low when creating spells as a DM.

Void Sphere damage:
This time, I think you're tweek is a bit much... ;) With 8d6 damage/missile, you'll be doing 16d6 on a good round (it's according to BAB, and the minimum caster level is 13, so even a wizard is getting 2 attacks). And that's with no saving throw, and no elemetal affintity... And in the hands of someone focused on energy missiles (Point Blank Shot, Rapid Shot, Weapon Focus(energy missile), Improved Critical(energy missile)) this is just staggeringly powerful. But the fireball type attack does need a damage increase... Humm... perhaps 4d6 for the missile, and using 2 spheres for the fireball, dealing 8d6.
All good points. OTOH, compare to DBF at this level. It's roughly comparable, and well within the damage cap. You're suggested increase (4d6/8d6) is probably a better solution, though.


Also, the auto countering is much more elegant, only I'd change it just a little, adding. "In addition, unlike standard counterspelling, this functions as long as any part of effect or target of the spell countered would be within Void Sphere's range, the spellcaster does not need to be within range, as the spehere accualy destroys the effect or energy as it's created."
Sold.
 

Remove ads

Top