Some spells from a archmage

Thresher

First Post
Hi, just a few of the spells me and my GM have been working on, most are my own from a long time character that Ive managed to carry over from 2E into 3E with it.

Dunno how relevent they are now in the new system, but I always liked some of the home cooked spells anyway, let me know what you think. Be kind, the character is a gimp.

Micarlin's Disruption
Evocation [Force]
Level: Sorc/wiz 1
Components: V, S
Casting time: 1 action
Range: 10ft
Area: 90degrees in front of caster hand
Duration: Instant
Saving Throw: Reflex half
Spell Resistance: Yes
A short-range discharge of energy from the caster's hand that affects all creatures in the area of effect. It is invisible apart from a rippling mirage effect and detonates with a loud 'bang' equivalent to a large door being slammed.
Base damage is 1d6 +1 per caster level up to +10 with the additional effect of creatures being stunned for 1round and deafened for 1d3 rounds, a save indicates that the affected creature is only deafened for 1round as a lingering side effect.
Undead are immune to the effects of stun and deafness but take damage as per normal.

Micarlin's Mirror of Darkness
Divination
Level: Sorc/wiz 2
Components: V, S, F
Casting time: 1 action
Range: Touch
Area: Single target
Duration: 1 round per caster level
A minor divination spell used to see through magical darkness up to 60ft. It does not grant any ability to see in normal darkness by itself but can be used in conjunction with other spells like Darkvison.
Focal component is a small glass lens made of smoky quartz the size of a large coin.

Micarlin's Zone of Silence
Transmutation
Level: Sorc/wiz 2
Components: V, S
Casting time: 1 action
Range: 100ft +10ft per level
Area: 5 foot radius
Duration: 5 rounds per caster level
Saving Throw: Willpower
Spell Resistance: Yes
The silenced area can be targeted on items, an area or on a targeted creature. Unwilling targets receive a willpower save to resist the effects. Anyone in the area cannot hear anything happening outside and it will disrupt the casting of spells or items requiring a verbal component. At DM's discretion anyone in the area may receive a bonus vs sonic based attacks.

Micarlin's voracious skirmisher
Conjuration
Level: Sorc/wiz 2
Components: V, S, M
Casting time: 1 action
Range: Touch
Duration: 10mins per caster level
A melee enhancement spell that channels the elemental power of the earth through a fighter's weapon making it hit harder, but not more accurately. It will not combine with other magical melee weapon enhancements apart from any permanent ones on the weapon itself.
It only effects hand held melee weapons, no arrows or bolts will gain any benefit and only 1 weapon at a time per spell can be done.
Caster level- 1-5 adds an additional 1d4 damage to the weapon
Caster level- 6-10 adds an additional 1d6 damage to the weapon
Caster level- 11-15 adds an additional 2d4 damage to the weapon
Caster level- 16-20 adds an additional 2d6 damage to the weapon

No bonuses to hit are conferred, but the weapon counts as being magical +1 for the purposes of hitting creatures if it is only a standard weapon. A small piece of hard clay is the material component.

Micarlin's Concussion
Evocation [Force]
Level: Sorc/wiz 3
Components: V, S, M
Casting time: 1 action
Range: 200ft + 20ft per level of caster
Area: 15ft radius spread
Duration: Instant
Saving Throw: Reflex half
Spell Resistance: Yes
Whilst lacking the display, range and damage of the fireball spell, this energy attack is somewhat more debilitating to living enemies and can do substantial damage to fortifications and buildings. Unlike the fireball it does have immense pressure at the direct centre which will buckle, break objects and structures.
Caster points at the range and height that they want the epicentre and unless intercepted by some other solid barrier. Streaks away as a glowing blue ball about the size of a large marble before erupting in an ear shattering explosion.
Damage is 1D4 per caster level up to 10D4, save for half.
Additional effects for creatures in the area of effect are stun for 1D3 rounds and deafened for 1D6 rounds. A save halves both the damage and deafness effects with no stunning. Undead are immune to the effects of stun and deafness but take damage as per normal.
The effects are of hitting objects and structures are detailed on pg135 of the PHB, for the purposes of damage type- sonic attack.
The material component is a glass bead

Micarlin's Earthen Fury
Conjuration (Creation) [Earth]
Level: Sorc/wiz 3
Components: V, S, M
Casting time: 1 action
Range: 400ft + 40ft per level of caster
Area: Single target
Duration: Instant
Saving Throw: none
Spell Resistance: Yes
A single target ranged attack that is thrown at the enemy in the form of a bolt-shaped shard of stone that explodes on contact. Damage is 1D6 per level up to 10D6
The roll to hit is a ranged touch attack, modified by casters intelligence/charisma score. Material component is a small shard of flint.
For the purposes of damage type it is Piercing.

Micarlin's Trammelling Earth
Transmutation
Level: Sorc/wiz 4
Components: V, S, M
Casting time: 1 action
Range: 20ft + 5ft per level of caster
Area: 40ft radius spread
Duration: 2 rounds per level of caster
Saving Throw: Reflex
Spell Resistance: Yes
This spell affects the movement rate of creatures on contact with the ground, inhibiting them from flying away. It only affects creatures in the area of effect when cast, passers by can enter it with no ill effects.
Reduces creatures normal movement rate to 1/10th and confers a -4 to Dexterity checks.

Micarlin's tenebrous mantle
Illusion (Shadow)
Level: Sorc/wiz 5
Components: V, S
Casting time: 1 action
Range: Caster only
Duration: 12hrs
Drawing on the plane of shadow, this spell dampens noise and makes it harder to see the caster as wreaths of shadow mimic the surrounding area. Whilst the spell doesn't completely make the caster invisible or silent they do receive a +30 bonus to Hide and Move Silently. The downside of the spell is that they do have an extra 5% to spell failure on spells requiring a verbal component and a -5 to Listen and Spot checks.


Micarlin's Greater Earthen Fury
Conjuration (Creation) [Earth]
Level: Sorc/wiz 6
Components: V, S, M
Casting time: 1 action
Range: 400ft + 40ft per level of caster
Area: Single target
Duration: Instant
Saving Throw: none
Spell Resistance: Yes
A single target ranged attack that is thrown at the enemy in the form of a bolt-shaped shard of stone that explodes on contact. Damage is 1D6 per level up to 20D6
The roll to hit is a ranged touch attack, modified by casters intelligence/charisma score. Material component is a small shard of granite. For the purposes of damage type it is Piercing.

Micarlin's Drift Disk
Transmutation
Level: Sorc/wiz 6
Components: V, S, M, F
Casting time: 10mins
Range: Touch
Area: Single target
Duration: 30days
Saving Throw: no
Spell Resistance: no
This spell empowers a 6ft across, lens shaped obsidian disk into a rudimentary flying device. The disk itself costs 2000gp to fabricate if the caster is unable to make one themselves. Although it is relatively slow (40ft per round- no double move) the disk can carry up to 2500pds and is quite manoeuvrable (Good). Once the spell has empowered the disk it is under the control of the caster for the next 30 days and only they may operate it. Once the duration ends the disk floats gently to the ground and will require a recast of the spell, though it can be recast at anytime before then.
The material components are a lodestone worth 20gp and 100gp worth of ground Turquoise rock.


Micarlin's Delayed Impact
Evocation [Force]
Level: Sorc/wiz 7
Components: V, S, M
Casting time: 1 action
Range: 200ft + 20ft per level of caster
Area: 30ft radius spread
Duration: Instant to 5 rounds
Saving Throw: Reflex half
Spell Resistance: Yes
A more advanced energy attack is somewhat more debilitating to living enemies and can do substantial damage to fortifications and buildings. Unlike the fireballs, it does have immense pressure at the direct centre, which will buckle, break objects and structures.
Caster points at the range and height that they want the epicentre and unless intercepted by some other solid barrier. Streaks away as a glowing blue ball about the size of a large marble before erupting in an ear shattering explosion or can be set up to 5 rounds before it goes off. Picking up the ball will result in a premature detonation, with no save for the creature touching it.
Damage is 1D4 per caster level up to 20D4, save for half.
Additional effects for creatures in the area of effect are stun for 1D3 rounds and deafened for 1D6 rounds. A save halves both the damage and deafness effects with no stunning. Undead are immune to the effects of stun and deafness but take damage as per normal.
The effects are of hitting objects and structures are detailed on pg135 of the PHB, for the purposes of damage type- sonic attack.
The material component is a crystal bead


Micarlin's Frigid Destruction
Evocation
Level: Sorc/wiz 9
Components: V, S
Casting time: 1 action
Range: 400ft + 40ft per level of caster
Area: variable
Duration: Instant
Saving Throw: None
Spell Resistance: Yes
An area of effect battle spell that shares much in common with Ice Storm and Meteor Swarm. It can be used in 2 ways-
1: 4 Large sheets of ice 30ft in diameter fall from the air causing 3D10 damage to anyone under it- Set with all 4 landing around a central point or in a diamond shaped pattern
2: 8 hails of ice shards 15ft in diameter fall from the air for 4d6 damage to anyone under it on a central target or 8 individual areas in a diamond shaped pattern.
NB: Areas of damage can overlap.

*Converted by Hygric*
Lower Resistance.
Abjuration
Level: Sor/Wiz 5
Components: V,S,M
Casting time: 1 action
Range: Medium (100' + 10' per level)
Target: one creature
Duration: 10 rounds + 1 round per level.
Saving Throw: none
Spell Resistance: special
This spell targets the protective aura of a creature with spell
resistance, disrupting and weakening it for a short period of time. The
caster must roll to beat the creature's SR as normal. If the caster
succeeds, the creature's SR is lowered by 2D6 points for the duration of the spell. If the caster fails, the creatures SR is lowered by 2D4 points instead. The material component is a broken iron rod.
 

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Nice pack o' spells. Let me get this thread started....

Micarlin's Disruption
Too powerful. Make it 3rd level, especially with the deafness and stun. Even without these the damage is higher than MM, and as an area spell it has the ability to strike any number of targets.

Micarlin's Zone of Silence
Um, regular silence for wizards.... gotta be at least 3rd, especially since it can be cast on a rock beside a pack of wizards, which doesn't get a saving throws but works just the same to them.

Micarlin's Earthen Fury
A ranged touch attack... up to 400ft + 40ft per level of caster? What's the range increment on a touch attack?

I like the ideas and differences that the spells cover that are missed by the general spells, such as single targets vs. area effects.
 

Micarlin's Disruption is sonic not force. You describe nothing force related in the spell and nothing about force would create deafness or stun.

Same with Micarlin's Concussion and Micarlin's Delayed Impact

Micarlin's Earthen Fury: Earth is not an energy subtype.

Micarlin's tenebrous mantle should be lower than 5th level...maybe 2nd or 3rd at the most. It only grants a skill benefit and has a penalty. Invisiblity has no penalty and essentially guarantees hide checks.

Micarlin's Frigid Destruction should have the cold subtype.

Other than that, they look interesting.

DC
 

Yeah, Im not sure what to do with Disruption. Was thinking of just having the stun-deafness effect and leaving it as a 1st level without the damage or vice-versa.
Just got sick of using Burning Hands :)

As for the silence spell, 5ft AoE isnt very big so it would only effect one person and it always annoyed me that there wasnt a wiz version of silence, even if it was just done under the Illusion school.
Seemed it was the spell everyone got except the primary spellcasters :) I dunno, if someone wanted to up it to 3rd for their games they'd be more than welcome.

Ranged touch range, I dont ever remember seeing a listing anywhere for it so I was thinking maybe 100-150ft range as a guess?
A real problem as a caster Ive noticed is your well meaning but stupid tanks running into melee asap, not that they cant wait until the end of the round until you softened the enemy up.
Or hang back to protect you...
No matter how many times you tell them...
grr!
Anyway, most of the real straight-up damage spells in D&D Ive noticed are almost always an area of effect so some ranged single target spells are nice to have.
Suppose I should research the 9th level version of magic missile one day too... :D

Edit for DC
My take on Force was as a destructive power (as opposed to a passive one like Wall of Force) you could have it concentrated on a central point and then have it expand violently, sort of like a conventional explosive. It was an idea from another game system that used it. With that you do get concussion effects, deafness and the like. Most of the offensive force spells that I detailed are quite low in damage and small in AoE so I dont really see it being a problem for most people.

As for Earth not being an energy type that is true, however, being impaled on a large chunk of summoned rock propelled at high velocity is a different story :)
Im not sure how 3E handles the cross-over spells that use a bit of both to work it out ie, some of the 2E ones where a bit of Conjuration/Evocation and the like.

As for the mantle spell, it does have a 12hr duration which is like the same level of Seeming and it isnt bothered by combat. Aside from that, maybe its a case of the penalties being dropped if you didnt like it being a bit 'broken' as a spell and keeping it 5th level.
 
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The thing I'm still not sure on is how the force effect you describe would cause stun or deafness.

Keep in mind, when determining power level, that force effects affect ethereal/incorporeal opponents.

Here would be my take on a few of these.

Micarlin's Disruption
Evocation [Force]
Level: Sorc/wiz 1
Components: V, S
Casting time: 1 action
Range: 10ft
Area: 90 degrees in front of caster hand
Duration: Instant
Saving Throw: Reflex half; Fort negates
Spell Resistance: Yes

A wave of force, invisible but for a mirage-like ripple, discharges from the caster's hand, rippling out to 10-feet and terminating in a crack, like the snap of wood. Any creature caught in the area takes 1d4 +1 point per 2 levels (max +5) of damage (Reflex half) and is stunned for 1 round (Fort negates). Because this is a force effect, it affects incorporeal and ethereal creatures normally.

Micarlin's Concussion
Evocation [Force]
Level: Sorc/wiz 3
Components: V, S, M
Casting time: 1 action
Range: Medium
Area: 15ft radius spread
Duration: Instant
Saving Throw: Reflex half
Spell Resistance: Yes

When this spell is cast, a shimmering ball of force leaps from the caster's hand and streaks to the target area and expodes into thousands of small waves of force that eminate from the center to a radius of 15 feet. Any creature or object caught in the area suffers 1d4 points of damage per level of the caster (max. 10d4) from buffeting waves of force. If the ball strikes anything one its way, it detonates early.

Because this spell is a force effect, incorporeal and ethereal creatures and objects are affected normally.
Material component: a glass bead.

Micarlin's Delayed Impact
Evocation [Force]
Level: Sorc/wiz 7
Area: 30ft radius spread
Duration: Instant to 5 rounds

as Micarlin's Concussion except as noted above plus the spell deals 1d6 damage per level (max 20d6) and deals double damage to anyone or anything within 5 feet of the detonation. In addition, the shimmering bead can be set to detonate as long as 5 rounds after the spell is cast. Touching the bead causes the spell to detonate early.
Material Component: a crystal bead filled with sand

less damage and stun because it is able to affect incorporeal (and no deafness since it isn't sonic)



Micarlin's Earthen Fury
Conjuration (Creation)
Level: Sorc/wiz 3
Components: V, S, M
Casting time: 1 action
Range: 50ft.
Target: 1 creature
Duration: Instant
Saving Throw: No
Spell Resistance: No

Upon completing this spell, a javelin of stone appears in the casters hand and hurls itself at a single target. The caster must succeed in a ranged attack to hit. If successful, the javelin hits and shatters into thousands of needle sharp points of stone. The target creature takes 1d4 points of piercing damage per level of the caster (max. 10d4). This damage is subject to DR normally and is not considered to be a magical weapon or substance.
Material component: a shard of flint.

make it more physical. normal ranged attack, DR, the whole thing.
 

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