Spell creation question

I'm playing a cleric and I want to eventually craft a spell that hits a single creature with multiple status effects - one status effect per three levels, close range, ranged touch attack for each, FORT saves for each successful ray.

What level should it be? I'm thinking around 6th or 7th...

Thanks!
 

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Busted! You're a closet console RPG fanatic, aren't you? ;)

As for the spell, I think it's a way cool idea... there are so many status affects in D&D, and the only ones you see regularly are blindness, stunned, and dazed.

I think a spell of this nature shouldn't use rays though... in 3.5 almost all ray spells don't have saving throws, presumably because you have to hit to use the spell, which is enough of a drawback. For your spell I think a fort save is appropriate, so it should just be a targetted spell... the one save per effect is cool, because it increases the chance that one of them will get through against a guy with high fort save, and yet is still effective against low fort save guys because they'll fail most of their saves anyway.

-The Souljourner
 

Some fun ones we never see:

Checked: Can't move if on the ground. Flying creatures are hurled backwards.

Disabled: Character only gets a MEA or a Standard action each turn. Movement is at half speed. Taking any Standard Action causes the character one point of damage.

Dying: Like unconcious, but the character suffers one point of damage every round, and the character has a 10% chance of having condition upgraded to stable every round.

Entangled: Character cannot run or charge, suffers a -4 Dexterity penalty and a -2 attack penalty.

Nauseated: The character does not threaten and only gets one move action each round.

Sickened: The character suffers a -2 penalty on everything.

----

I'd really like a spell that made someone be "dying" if they failed a save. It would be a good Save-or-die spell because it would engeder real fear and be tactically useful without actually removing characters from the game permanently from failing one save. I would put that at relatively low level - like 4th - because I want to encourage Save-or-Die spells to be useful without instantly and irrevocably ending the carrears of player characters and primary villains. I see this as a necromancy effect.

I'd also like a spell that could check, sicken, nauseate, and entangle someone. Sort of a more concentrated, single-target slow. I could see it as a 2nd or 3rd level spell, depending upon range and duration. I like the idea of the partial effects you'd get with multiple saves - I think of this as a Conjuration effect (like Stinking Cloud or Web).

-Frank
 

FrankTrollman said:
Some fun ones we never see:

Checked: Can't move if on the ground. Flying creatures are hurled backwards.

Disabled: Character only gets a MEA or a Standard action each turn. Movement is at half speed. Taking any Standard Action causes the character one point of damage.

Dying: Like unconcious, but the character suffers one point of damage every round, and the character has a 10% chance of having condition upgraded to stable every round.

Entangled: Character cannot run or charge, suffers a -4 Dexterity penalty and a -2 attack penalty.

Nauseated: The character does not threaten and only gets one move action each round.

Sickened: The character suffers a -2 penalty on everything.

----

I'd really like a spell that made someone be "dying" if they failed a save. It would be a good Save-or-die spell because it would engeder real fear and be tactically useful without actually removing characters from the game permanently from failing one save. I would put that at relatively low level - like 4th - because I want to encourage Save-or-Die spells to be useful without instantly and irrevocably ending the carrears of player characters and primary villains. I see this as a necromancy effect.
You could always state "any spell which renders a character dead renders them dying instead". Although some spells like disintegrate are obviously still a problem.
 

Pale Horse

The Souljourner said:
Busted! You're a closet console RPG fanatic, aren't you? ;)

As for the spell, I think it's a way cool idea... there are so many status affects in D&D, and the only ones you see regularly are blindness, stunned, and dazed.

I think a spell of this nature shouldn't use rays though... in 3.5 almost all ray spells don't have saving throws, presumably because you have to hit to use the spell, which is enough of a drawback. For your spell I think a fort save is appropriate, so it should just be a targetted spell... the one save per effect is cool, because it increases the chance that one of them will get through against a guy with high fort save, and yet is still effective against low fort save guys because they'll fail most of their saves anyway.

-The Souljourner

Yeah, yeah - I wanted to call it Pale Horse and base it off of Sephiroth's status attack in FFVII. Go me.

You're right about the rays, I guess. I was trying to make it balanced and underpowered it.

Thanks!
 

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