Spell Expansion...

kreynolds

First Post
Not too long ago, I got bored one day and decided on a few things.

First, I had been designing NPCs for a CotSQ game and had this idea about metamagic feats. One NPC I had in mind use metamagic so extensively that I just said "screw it" and began designing spells that incorporated metamagic effects right into them. For example, the Fireball II spell basically just includes Maximize Spell, but it also includes an extra effect to round out the spell.

Second, I find the epic spell rules in the ELH rather lacking, so I decided to whip up spells that actually use 10th-level and higher spell slots. The Epic Fireball spell and Greater Subzero Nova spell are examples of this. Although, I'll be the first to admit that designing spells this high level can be hard if you're not just basing the effects off of metamagic, and even then, it can still be difficult.

Alas, I'm not one to not ask for help, so here's some spells...

Subzero Nova
Evocation [Cold]
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Area: 20-ft.-radius burst
Target: Personal
Duration: Instantaneous
Saving Throw: Reflex partial
Spell Resistance: Yes

This spell releases a blast wave of freezing cold around the caster, dealing 1d6 points of cold damage per caster level (maximum 15d6) to all creatures within the area of effect, with a Reflex save (DC 16 + caster modifier) for half damage. Additionally, any creatures affected by the spell are chilled to the bone and staggered for 1d4+1 rounds, regardless of whether or not their saving throw was successful. If a creature suffers no damage from this spell, it does not suffer the secondary effects.

Subzero Nova, Greater
Evocation [Cold]
Level: Sor/Wiz 15
Components: V
Casting Time: 1 standard action
Area: 20-ft.-radius burst
Target: Personal
Duration: Instantaneous
Saving Throw: Reflex partial
Spell Resistance: Yes

This spell releases a blast wave of freezing cold around the caster, dealing 6 points of cold damage per caster level (maximum 150) to all creatures within the area of effect, with a Reflex save (DC 22 + caster modifier) for half damage. Additionally, any creatures affected by the spell are chilled to the bone and staggered for 1d6+1 rounds, regardless of whether or not their saving throw was successful. If a creature suffers no damage from this spell, it does not suffer the secondary effects.

Fireball II
Evocation [Fire]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

As fireball, except the spell deals 6 points of fire damage per caster level (maximum 60). In addition, creatures failing their saving throws are instantly knocked down into a prone position.

Fireball III
Evocation [Fire]
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

As fireball, except the spell deals 1d6 points of fire damage per caster level (maximum 20d6). In addition, creatures failing their saving throws are instantly knocked down into a prone position.

Fireball, Concussive
Evocation [Fire]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 40-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

As fireball, except the spread fills a 40-foot-spread. In addition, any creature caught in the area of effect that fails its saving throw is knocked to the edge of the effect. Any creature moved in this manner takes an additional 1d6 points of damage per 10 feed moved. This movement does not provoke attacks of opportunity. If some obstacle intervenes to prevent the blasted creature from moving to the nearest edge of the effect, the creature stops at the obstacle but takes 1d6 points of damage from striking the barrier (in addition to any damage taken from being forcibly moved to the barrier).

Fireball, Epic
Evocation [Fire]
Level: Sor/Wiz 16
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 60-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half (see text)
Spell Resistance: Yes

As concussive fireball, except the area of effect is larger and the spell deals 1d6 points of fire damage per caster level (maximum 40d6) and any creature forcibly moved suffers 2d6 points of damage for every 10 feet it is moved. In addition, creatures moved by the spell are immediately knocked prone in the square they are moved into and are stunned for 1d4 rounds.


Anyways, there they are. Please feel free to provide any input you have to offer. If anything is unclear, please don't hesitate to ask.
 

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kreynolds said:
Fireball, Concussive
Evocation [Fire]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 40-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

As fireball, except the spread fills a 40-foot-spread. In addition, any creature caught in the area of effect that fails its saving throw is knocked to the edge of the effect. Any creature moved in this manner takes an additional 1d6 points of damage per 10 feed moved. This movement does not provoke attacks of opportunity. If some obstacle intervenes to prevent the blasted creature from moving to the nearest edge of the effect, the creature stops at the obstacle but takes 1d6 points of damage from striking the barrier (in addition to any damage taken from being forcibly moved to the barrier).
I had a spell like this, except that I called it by the more succinct, yet equally descriptive, name of "Explosion". Also, even creatures that pass their saves are still knocked down. The idea of somebody remaining standing in an explosion which severely injures or kills everyone else is silly.

Also, it needs rules for shrapnel damage to targets which are outside the blast radius, but struck by objects hurled by the blast.

Spells these days are way too sterile and dry. Damage exists not just to harm people, but also to take a loan out on some collateral.
 
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Norfleet said:
The idea of somebody remaining standing in an explosion which severely injures or kills everyone else is silly.

Unless those people still standing are tougher than hell. :D

Norfleet said:
Also, it needs rules for shrapnel damage to targets which are outside the blast radius, but struck by objects hurled by the blast.

Nah. For two reasons...

1) Shrapnel is situational. While it _could_ be interesting to include in the spell, it would be entirely dependant upon the surroundings. After all, such a spell would be far nastier in a room with dozens of thin leather bags full of nails, compared to a mere empty room.

2) Anything that the spell manages to break apart is simply destroyed, i.e. there is no shrapnel. This is a fundamental aspect of the d20 system. Either its destroyed or it isn't.

How I solve this is with good descriptions in game to provide interesting imagery, and if someone fails their Reflex save against it, I'd probably metion that they got smacked by a heavy chest (which is already destroyed, so no damage to the character from it) hurtling through the air. I don't really see a reason to complicate the game any further, but I do indeed understand where you're coming from.

Thanks for the input! :cool:
 
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kreynolds said:
Unless those people still standing are tougher than hell. :D
Nah. Even if they're tougher than hell, basic physics would send them flying anyway. They'd just end up like those movie characters which are somehow impervious to death from being hurled through windows by fiery explosions, suffering only minor or no injury.

Nah. For two reasons...

1) Shrapnel is situational. While it _could_ be interesting to include in the spell, it would be entirely dependant upon the surroundings. After all, such a spell would be far nastier in a room with dozens of thin leather bags full of nails, compared to a mere empty room.

2) Anything that the spell manages to break apart is simply destroyed, i.e. there is no shrapnel. This is a fundamental aspect of the d20 system. Either its destroyed or it isn't.

How I solve this is with good descriptions in game to provide interesting imagery, and if someone fails their Reflex save against it, I'd probably metion that they got smacked by a heavy chest (which is already destroyed, so no damage to the character from it) hurtling through the air. I don't really see a reason to complicate the game any further, but I do indeed understand where you're coming from.

Thanks for the input! :cool:
Heavy chests are usually filled with things. Things like coins. And are held together with other things. Things like nails. These are ideal materials for shrapnel. And frankly, explosions, in and of themselves, aren't nearly as impressive as shrapnel. Did I mention I like shrapnel?

And the entire POINT of spells is to complicate the game. Considering how limited the ammunition supply of a mage is, they'd BETTER be complicated: Otherwise, it becomes pedestrian and boring. If I wanted attack and do damage in a bland and boring manner, I'd have been a damn fighter. Mages are about blowing things to bits in excessively complicated manner with large amounts of collateral damage, fallout, mayhem, and environmental destruction. The current crop of spells just seems so...sterile. I look at them and think, "Okay, why is this unique, aside from the fact that it's got a new, fancy name, changes some numbers around, and picks a new damage type?". It doesn't stand out. It doesn't promise destruction and mayhem. It doesn't even produce a mushroom cloud. A spell should be multifaceted: Explosions which not only deal "fire" damage from the heat of the fiery blast, but also bludgeoning damage from shockwave, possibly piercing damage from shrapnel, and also induces temporary hearing loss from the loudness of the explosion. It needs GOODIES. 1d6 fire damage/level may be classic, but it's so...bland.

Therein lies the problem with supposed "new" spells: They introduce nothing new and novel. They don't even really make a viable alternative to the classics, being either overly specialized in their effects, to the point where they're so circumstantial that a mage would be more likely wasting a spell slot than not to memorize/learn, considering their level, or simply lack niftyness. Not only should an interesting spell do damage to enemies, but that damage should also take a loan out on some collateral.
 

I love spells

Sub-zero Nova: For a 6th level spell, 15d6 seems like a low cap. Disintegrate, while not being a spell to base others off of, has a 20d6 cap. The stagger effect is nice which may mitigate the low damage somewhat, but it seems like an awkward spell to use effectively. I mean, even in diablo it could be dicey because you had to get in there to affect the enemy.

Fireball II: Seems decent. One small thing I'd like to point out is that while you speak of it like it is merely maximized, it is in fact heightened and maximized, plus you added an additional effect.

Fireball III: This spell will deal 70 points of damage on average, which is only 10 points higher than Fireball II. I would consider enhancing the radius or raising the die type to d8 (if youre into that kind of thing).

Concussive Fireball: This seems like the best one of the bunch to me. Wherever you center it you have a chance of dealing 14d6 (10d6 + 4d6 movement damage) plus the radius is gigantic. Once again this is as a fireball, but widened, heightened, and with an added cool effect (that does damage!).

I don't consider myself much of an authority on epic spells, so I won't comment. I like these spells but I find Fireball III to be weak and Fireball II and C. Fireball to be on the strong side (according to how metamagic affects spells).

Technik
 

Nit Picks

Shouldn't Greater Subzero Nova be a save DC of 25+mod, being a 15th level spell and all? Or is it because you are adding Maximize to a spell that is 12th level? while its hard to say, I would personally imagine a 15th level spell as having a greater damage cap then 25d6. The 3.5 Meteor Swarm, with Empower is something like a 12th level spell that does, IIRC 192 points of damage.

Also, I wouldn't let Subzero or its greater version stagger if they make their save. That kinda makes it better then a 6th level (of course that might be all right for a 15th level spell).

I agree that FB III seems a bit weak... I doubt I would cast it when I could throw another FB2. The avg damage of a max FBIII is 70, so you aren't jumping too much in the power department.

Concussive FB and Epic FB are both cool, but I think there needs to be some modifier for size as to the range which someone moves. Perhaps every size diff from med is a + or - 10 feet max? Ie a Large creature 10 from the edge of the spell wouldn't move, but if it were centered on him he would move 30'.
 

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