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Some Spells for review.
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<blockquote data-quote="Destil" data-source="post: 419257" data-attributes="member: 1980"><p><strong>Re: Re: Some Spells for review.</strong></p><p></p><p></p><p>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.</p><p></p><p>Prismatic Flash Table v1.1</p><p>[code][color=white]1d8 Color of Flash Effect[/color]</p><p>[color=red] 1 Red 2 points of fire damage (Reflex half)[/color]</p><p>[color=orange] 2 Orange 4 points of acid damage (Reflex half)[/color]</p><p>[color=yellow] 3 Yellow 8 points of electricity damage (Reflex half)[/color]</p><p>[color=green] 4 Green Poison. 1 point tempory Con Damage (Fortitude negates)[/color]</p><p>[color=blue] 5 Blue Partially petrified for 1 round, see below (Fortitude negates)[/color]</p><p>[color=indigo] 6 Indigo Disoreinted for 1d2 rounds (Will negates)[/color]</p><p>[color=violet] 7 Violet Shifted to the ethereal plane for 1d4 rounds (Will negates)[/color]</p><p>[color=white] 8 White & Color Blinds, Roll again for primary color.[/color][/code](Only the red, orange, yellow and blue flashes affect objects)</p><p></p><p>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. </p><p>Disorientation from the Indigo flash limits a creature to a partial action each round, and is a mind-affecting enchantment.</p><p></p><p>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.</p><p></p><p>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?</p><p></p><p>Prismatic Strobe should be balanced fine once Prismatic Flash is balanced. It's basicly just a slower moving flame sphere.</p><p></p><p>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?</p><p></p><p>It's <em>suppostd</em> 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.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...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.</p><p><em>This time, I think you're tweek is a bit much... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> 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."</em></p><p><em></em></p><p><em>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.</em></p></blockquote><p></p>
[QUOTE="Destil, post: 419257, member: 1980"] [b]Re: Re: Some Spells for review.[/b] [B][/b] 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][/code](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? [b][/b]It's [i]suppostd[/i] 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.[b][/b]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...[b][/b]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. [b][i][/i][/b][i]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.[/i] [/QUOTE]
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