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Some Spells I Made
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<blockquote data-quote="Corlon" data-source="post: 1268493" data-attributes="member: 6905"><p>Please read and comment on these spells, I've never really been extremely good at balancing things, but how'd I do with these?</p><p></p><p>Raging Inferno</p><p>Evocation[Fire]</p><p>Sor/Wiz 4</p><p>Components: V,S,M</p><p>Casting Time: 1 Action</p><p>Range: Medium (100ft. +10 ft./level)</p><p>Duration: Concentration +1 round/level</p><p>Saving Throw: Reflex Half</p><p>Spell Resistance: Yes</p><p></p><p>This spell causes a wave of flame to emit right in front of the caster and chase after a target designated at the time of the casting. The flames continue to burn for as long as the caster concentrates and for 1 round/level after words. The flame takes the shortest path to its target (taking up 5ft. by 5ft. by 5ft. squares) unless a barrier stops it from passing completely, in which case it takes the shortest path around the barrier. The flames move thirty feet in the direction of the target at the start of the casting, and twenty feet a round after that. If the target causes the flames to move beyond the range of the spell, the inferno stops tracking its target, but the flames already in existence keep on burning. Creatures in affected squares are dealt 2d6 +1/level fire damage unless they make a reflex save in which case they take one half damage.</p><p></p><p>Material Component: Some dry grass that incinerates when the spell is cast.</p><p></p><p>Corlon’s Paranoia</p><p>Enchantment [Mind Affecting]</p><p>Sor/Wiz 4</p><p>Components: V,S,M</p><p>Casting Time: 1 Action</p><p>Range: Close (25ft.+5ft./2 levels)</p><p>Duration: Permanent</p><p>Saving Throw: Will negates</p><p>Spell Resistance: Yes</p><p></p><p>This spell causes the target to think that some force or group (determined by what is used as the material component) is coming to get them. This causes them to constantly be afraid, no matter what precautions are taken. This constant fear causes them to not always be fully concentrating on immediate matters. This spell causes the target to receive –2 competence penalty on all attacks and non-save checks. If the target ever sees this force or group they must make a will save equal to what it was at the time the spell was cast or be <em>shaken</em> as long as the cause of the paranoia remains in site or the immediate vicinity.</p><p></p><p>Material Component: Any type of symbol symbolizing a group or part of a creature. </p><p></p><p>Corlon’s Improved Paranoia</p><p>Sor/Wiz(?)</p><p>As Corlon’s paranoia except the penalty changes to –4 and the fear level changes to <em>frightened</em>.</p></blockquote><p></p>
[QUOTE="Corlon, post: 1268493, member: 6905"] Please read and comment on these spells, I've never really been extremely good at balancing things, but how'd I do with these? Raging Inferno Evocation[Fire] Sor/Wiz 4 Components: V,S,M Casting Time: 1 Action Range: Medium (100ft. +10 ft./level) Duration: Concentration +1 round/level Saving Throw: Reflex Half Spell Resistance: Yes This spell causes a wave of flame to emit right in front of the caster and chase after a target designated at the time of the casting. The flames continue to burn for as long as the caster concentrates and for 1 round/level after words. The flame takes the shortest path to its target (taking up 5ft. by 5ft. by 5ft. squares) unless a barrier stops it from passing completely, in which case it takes the shortest path around the barrier. The flames move thirty feet in the direction of the target at the start of the casting, and twenty feet a round after that. If the target causes the flames to move beyond the range of the spell, the inferno stops tracking its target, but the flames already in existence keep on burning. Creatures in affected squares are dealt 2d6 +1/level fire damage unless they make a reflex save in which case they take one half damage. Material Component: Some dry grass that incinerates when the spell is cast. Corlon’s Paranoia Enchantment [Mind Affecting] Sor/Wiz 4 Components: V,S,M Casting Time: 1 Action Range: Close (25ft.+5ft./2 levels) Duration: Permanent Saving Throw: Will negates Spell Resistance: Yes This spell causes the target to think that some force or group (determined by what is used as the material component) is coming to get them. This causes them to constantly be afraid, no matter what precautions are taken. This constant fear causes them to not always be fully concentrating on immediate matters. This spell causes the target to receive –2 competence penalty on all attacks and non-save checks. If the target ever sees this force or group they must make a will save equal to what it was at the time the spell was cast or be [I]shaken[/I] as long as the cause of the paranoia remains in site or the immediate vicinity. Material Component: Any type of symbol symbolizing a group or part of a creature. Corlon’s Improved Paranoia Sor/Wiz(?) As Corlon’s paranoia except the penalty changes to –4 and the fear level changes to [I]frightened[/I]. [/QUOTE]
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