Spellcheck

Samloyal23

Adventurer
Designing some new spells. These are meant to be quick and dirty spells you can cast during combat. Just coming up with some ideas right now...

Smothering Gob
Level: Sor/Wiz 2 Components: V, M Casting Time: one free action Range: 10' + 1'/level Effect: one gob of spittle Duration: 10 minutes + 1 minute per level Save: reflex negates Spell Resistance: yes Description: This spell allows you to launch a sticky wad of spittle at a target. On a successful ranged touch attack the gob cover's a target's mouth and nose, suffocating the target. The target can peel off the goo and breathe normally by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check.

Foetid Gob
Level: Sor/Wiz 3 Components: V Casting Time: one free action Range: 10' + 1'/level Effect: one gob of spittle Duration: instantaneous Save: fortitude negates Spell Resistance: yes Description: This spell allows you to launch a reeking wad of spittle at a target. On a successful ranged touch attack the target must save or contract a case of Filth Fever. In addition, anyone touching the target before the infection is cured must also save or contract the disease.

Stinking Gob
Level: Sor/Wiz 1 Components: V, M Casting Time: one standard action Range: 10' + 1'/level Effect: one gob of spittle Duration: instantaneous Save: fortitude negates Spell Resistance: yes Description: This spell allows you to launch a reeking gob of phlegm at a target. On a successful ranged touch attack the target is struck by the wad of stinking spittle. The target and anyone within 5 feet must save versus Fortitude or become nauseous. Anyone moving at least 10 feet away recovers after one round away from the stench but the target must spend at least a minute washing off the vile fluids to end the stench, otherwise it fades after 2d4 minutes.
 

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So, these spells are meant to be literally spat out very quickly during a fight to not just damage an opponent but to enrage and humiliate him. I am working off of the orb spells from Complete Arcane, making these slightly weaker to balance letting them be cast faster than a standard spell. I am not sure that can be balanced or if I should just make the casting time a standard action. I also want to go beyond the standard energy types. Thoughts?
 

Hmm... Brainstorming in this space. I am dissatisfied with the options for low level attack spells. What other damaging effects can I add to these spells besides the usual fire/lightning/cold/acid?
 

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