Spells, Feats, Variations

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First, a Spell, I am wondering what level it should be

Inferno
Evocation (Fire)
Level: Sor/Wiz 6
Components: V, S, (M?)
Range: Long (400 ft + 40 ft/level)
Area: 20 feet radius
Duration: CasterLevel /2 rounds.
Saving Throw: See Text
Spell Resistance: Yes
Inferno creates an area full of flames. The intensity slowly weakens.
At first level, Inferno inflicts 1d6 points of fire damage per 2 caster level, to a maximum of 10d6 points of fire damage. Every round thereafter, the damage is reduced by 1d6.
Objects and creatures that are within the inferno may set on fire. Each round, the must make a Reflex Saving Throw DC 15, +1 per every round before. If they fail, the begin to burn and continue, until they leave the area. They cannot stop the fire until they left the area.
For Spell Resistance, only roll the first round. If you fail to break the spel resistance, the target is unaffected by the fire. If you succeed, the target suffers full penalties.
Material Component: 1 Flask of Alchemists fire.

Edit(1) note:
o A maximum of 55d6 points of fire damage over 10 rounds (Caster level 20), if the target is stationary. And a minimum of 5d6 if the target get`s away after the first round. But no save. I am not sure if level 5 would be enough, so I go for 6.
o Materialcomponent added.

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Some kind of Metamagic Feat:

Adapt Spell:
Prerequisite: Ability to prepare spells. (Like wizards, clerics and so on)
You may learn a new spell, that wasn`t originally on your spell list. You must prepare and learn the spell as if it was 1 level higher than its original level, but the spell`s affect are still as if it was the usual level.
To learn a new spell, you must acquire a scroll of the spell. You must study them, exactly like a wizard does. The scroll is consumed in this process.
(Edit1): You may learn a maximum of new spells equal to your INT Modifier, but at least one.

Example:
Mialee wants to learn the spell "Inflict Moderate Wounds". This is a Cleric of 2nd level.
She must study the scroll and make a spellcraft check (DC 15 + 2 = 17). If she succeed, she may scribe the spell to her spellbook. The spell takes 6 pages in her spellbook, since she must use it as if it was a spell of 3rd level. Thus, it costs her 600 gold pieces.
If she prepares the new spell, she must use a 3rd level spell slot. If a target makes a Saving Throw against this spell, the DC is based on the original level, so the Base DC would be 12, not 13.

Notes: The extra place the spell consumes may be explained as the extra notes a wizard has to write down about a unusual spell to really make it "castable"...
In its current version, thís feat does work for all divine spellcasters and wizards.
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A Bard Variation:
I am perfectly fine with the bard - even with 4 skill points per level, spontaneous arcane healing magic and low combat abilities, but anywhy -why not play around with it, even it is not broken (or shafted :) )

Bards are spontaneous casters. I think that is okay - bards must have the ability to improvise.
But on the other hand, they have a very limited list of spells known. A "real" bard (real bard means a person, who performs - a singer, stand up comedian or whatever you want) will have a certain repertoire which he can always use.
On the other hand, such a person tends to be able to study something new, a bit unusual thing from his standard list.
This may be already expressed by the bards skill "Use Magic Device". But it could also be expressed in something similar to a wizards spellbook, a songbook, if you wish.

So, how about this:
As a special bard ability, he may also make his own songbook. This works identically to a wizards spellbooks (but it will contain bards songs, er spells instead of spells of the wizard/sorcerer list). (Spell Learning and Spell Scribing uses the usual rules.)
He can use his "spells known" as spontaneously casted spells.
He can also choose to give up "spontaneous" spell slots to prepare a certain spell he has written in his songbook.

So, what do you thing?
It gives some limited flexiblity to a bard in his spells known, but it does not give him extra spells per day.
Will it be unbalanced, to give it a standard bard? Could it be better usable as some feats? (Perhaps they could have the Prerequisite "Jack of All trades")
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Mustrum Ridcully
 
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Hmmm

Inferno looks nice. Really nice. It's something similar to firewall though ... why not use that one?

Adapt spell: Uh. Too powerful to be allowed with every spell. It's one thinkg to talk with your DM to allow some healing spells for arcane casters or to allow players to adapt druid spells. You have to consider that most druid spells ARE levels lower than their sorcerer/wiz equivalent...

About the bards spellbook... Hmmm. I thought about allowing the bard to have a spellbook just like a wizard does (with all spells on the bards list) and prepare them like a wizard... None of my players yet thought about it. But I think I'd allow your version ... if it takes the same time and work effort to change the songbook as it's done with a spellbook.
 

2Darklone:
Inferno contra Firewall: Hmm. Sometimes, you simply don`t read every spell. :)

Adapt Spell: Aha. Any more opinions around? :)

Bard Songbook: It should work 100% like a wizard`s spellbook. Expect for the spells written down in it - they would be from the bard`s spell ist. (And the bard does not gain 2 free spells per level like a wizard. This kind of "studies" is already reflected in the usual spell learning)
I just wonder if there are any people who like the bard as is, but would also accept this change - and what penalties should be brought in (feats, skills and so on...) :)
 


My thoughts on Adapt Spell,

If you are okay with arcane healers then that is your choice, but I would up the spell slot used to be 3 or 4 levels higher then the original spell level. The reason being, it keeps the wizard from casting additional metamagic spells on the spell unless it is a very low spell to begin with.
 

Mustrum_Ridcully said:
Adapt Spell: Aha. Any more opinions around? :)

When I initially read it, I thought it was limited to *one* spell, which struck me as underpowered, but probably about right for a feat you'd want to discourage your players from using. :)

As an unlimited, it's *definitely* to powerful, as it essentially expands the wizards' list to include *ALL* spells, expanding the wizards' power at the expense of the clerics.

If one spell is too weak, you might want to consider modifying the feat so that a small number (3 maybe?) of spells are selected, but allowing the feat to be taken multiple times - kind of like Spell Mastery.
 

Inferno

Inferno
Evocation (Fire)
Level: Sor/Wiz ?
Components: V, S, (M?)
Range: Long (400 ft + 40 ft/level)
Area: 20 feet radius
Duration: CasterLevel /2 rounds.
Saving Throw: See Text
Spell Resistance: Yes
Inferno creates an area full of flames. The intensity slowly weakens.
At first level, Inferno inflicts 1d6 points of fire damage per 2 caster level, to a maximum of 10d6 points of fire damage. Every round thereafter, the damage is reduced by 1d6.
Objects and creatures that are within the inferno may set on fire. Each round, the must make a Reflex Saving Throw DC 15, +1 per every round before. If they fail, the begin to burn and continue, until they leave the area. They cannot stop the fire until they left the area.
For Spell Resistance, only roll the first round. If you fail to break the spel resistance, the target is unaffected by the fire. If you succeed, the target suffers full penalties.

I like your spell. I suggest 5th level. It seems more powerful than the 4th level wall of fire and about equal to cone of cold.

A suggestion for the spell's area of effect. I would make it a spread effect of a 10 ft. radius + 5 ft. radius for every 2 caster levels (this seems to be the standard mechanic for this spell). This allows the spell's area to scale with caster level (30 ft. radius at 9th level to 70 ft. radius for a 20th level caster).

For a material component, why not require a flask of alchemists fire? Its effects are similar to your spell, they just don't last as long.
 

2Dr.Zoom
The idea for the material component is good. Alchemist`s fire, that fits. :)

2GuardianLurker:
I think "A number of spells equal to your INT Modifier" would fit.
Hmm, I will think about it a bit further. But not now :)
 
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Comment on the Adept spell.
"A number of spells equal to your WIS Modifier" sounds even better. That means that you wizard must have a wisdom score of at least 12(+1)

Just a thought

Malachkite
 

Nice thought, but it does not really fit.
INT allows you to "learn" something. (See Skill Points).
A Wizard should be best in learning new spells of any kind, because he is the one who does all this spell development. (Interpreting the rules, even during the adventures he is steadily learning new spells - or why should he gain 2 new spells per level?)
 

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