Spells needing feedback!

Beholder Bob

First Post
Ok, this is the last of the spells I'm looking for feedback on...for a while... :p

Holocaust Wyrm
Wizard 7
Evocation (Fire)
Components: V S M
TTC: Standard Action
Area: 6 5' sq., continuous
Dur: 1 R/LV
Range: L (400’ + 40’/LV)
Save: Fortitude ½
SR: Yes


Looking somewhat like an immense flaming snake or dragon, this flexible tube of fire that fills 6 5’ squares and can be cast so as to fill squares occupied by creatures or objects of medium size or smaller. These squares are continuous, though up to a 90-degree shift is allowed every 10’. This area of fire moves at the caster’s command as a move action, up to 30' each round maximum. This move action to command the Wyrm does not provoke an attack of opportunity.
Creatures caught in a square of fire suffer 5d6 fire damage for every 10’ section (or fraction of) they pass through, so a Holocaust Wyrm that spends its movement (30’) running over a PC inflicts 15d6 fire damage. The Holocaust Wyrm has no physical force and so can not prevent movement of others – with the exception that the caster can climb atop it as a move action and ride it without harm, suspended 5’ above the ground.
Material Focus: Worm or snake stored in alcohol, eaten during casting.

Ioun Shield
Wizard 4
Transmutation
Components: V S M
TTC: Standard Action
Range: Personal
Target: Caster
Dur: 1 R/LV
Save: None
SR: No
This spell causes the gemstone material components to rise into the air and begin orbiting the caster in the same manner as the magic item Ioun Stones do, effecting 1 stone per 4 levels. While orbiting the caster, they provide a +2/stone deflection bonus to AC.
The caster can sacrifice a stone to make 2 rolls for any of his saves (as per the luck domain power.
The caster can focus a spell through a stone, destroying it but forcing the target to make 2 rolls for their save against that spell, taking the lesser of the 2 rolls.

Material Component: 1 Gem/4 LV, ea. 50+ GP.

Living Albemic
Wizard 5
Transmutation
Components: V S F
TTC: Full Round
Range: Personal
Target: Caster
Dur: 1 MIN/2 LV (Special)
Save: None (Special)
SR: No (Special)

For the duration of this spell, the caster is able to drink a single drop of a potion or elixir and gain the benefits as if he had consumed the entire contents. The caster can benefit from 1/3 LV of potions for the duration of this spell, an elixir is treated as a 4th LV potion. The duration of the potion or elixir is not limited by the duration of this spell. The effects of spells duplicated with potions are treated as if they had been cast at the caster’s LV rather then the level the potion was created at. The potion or elixir used in casting is unaffected.
Material Focus: Drop of potion(s) or Elixir(s) duplicated

Sucking Wound of the Earth
Wizard 7
Transmutation (Earth)
Components: V S F
TTC: Standard Action
Range: L (400’ + 40’/LV)
Area: 20’ or 30’ Radius
Dur: 5 R/LV
Save: Special
SR: No

This spell causes the earth to collapse in the area, forming a funnel shape as the earth pulls in on itself, the caster choosing a 20’ or 30’ radius. Creatures caught in the area of effect are allowed saves to avoid falling into the center, but even creatures that save are placed on the edge of the funnel and must struggle not to be pulled down into the center.
Creatures that fail the initial save fall into the center and must make Fortitude saves each round or else begin holding their breath to avoid drowning in the earth. This requires a full round action on the creature’s part as it struggles, otherwise it immediately begins to drown. Creatures able to fly but are caught in the center are allowed a Reflex save instead of Fortitude – if made they fly out of the funnel. If the roll is failed, they make a Fortitude save that round.
Creatures that move into the area of effect or made their initial save are allowed a free 5’ move and are instead holding onto the side of the funnel. Each round the creature is allowed to make a climb check to climb 5’ up. If the climb check fails by 5+ or no climb check was attempted, the creature moves 5’ towards the center of the funnel. Once a creature reaches the center, they begin making Fortitude saves to avoid its effects. A creature clinging to the side but has flying may instead make a normal move out of the area of effect.
The caster has no immunity to this spells effect.
Material Focus: Dried Ant Lion

B:]B
 
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Beholder Bob said:
Holocaust Wyrm
Wizard 7
Evocation (Fire)
Components: V S M
TTC: Standard Action
Area: 6 10’ sq., continuous
Dur: 1 R/LV
Range: L (400’ + 40’/LV)
Save: Fortitude ½
SR: Yes


Looking somewhat like an immense flaming snake or dragon, this flexible tube of fire that fills 6 10’ squares and can be cast so as to fill squares occupied by creatures or objects of large size or smaller. These squares are continuous, though up to a 90-degree shift is allowed every 10’. This area of fire moves at the caster’s command as a move action, up to 40’ each round. This move action to command the Wyrm does not provoke an attack of opportunity.
Creatures caught in a square of fire suffer 5d6 fire damage for every 10’ section (or fraction of) they pass through, so a Holocaust Wyrm that spends its movement (30’) running over a PC inflicts 15d6 fire damage. The Holocaust Wyrm has no physical force and so can not prevent movement of others – with the exception that the caster can climb atop it as a move action and ride it without harm, suspended 10’ above the ground.
Material Focus: Worm or snake stored in alcohol, eaten during casting.

Spells that are shapable are more trouble than they're worth in play. Make it shaped like a gargantuan or colossal creature, that is, take up a 15' or 20' space.
This seems like a really ramped up flaming sphere. It should work mechanically similar- reflex save negates (what does a fortitude save have to do with avoiding fire?). Should do 10d6 to anyone in its area, that "per 10' move over" damage thing is a overpowered use- if the caster used two move actions making it move, and the speed is 40' (you list both 40' and 30' above), then that's a cool 40d6 damage per round for 1 round per caster level. No way, no how.

Flaming sphere, a 2nd level spell, does 2d6 for one round per level. Compare to scorching ray, which does 4d6 per bolt, max 12d6 I think.

A 7th level spell should have a damage cap of 20 or 25d6, so I'd expect a persistent damaging effect to do about 10d6.

Ioun Shield
Wizard 4
Transmutation
Components: V S M
TTC: Standard Action
Range: Personal
Target: Caster
Dur: 1 R/LV
Save: None
SR: No
This spell causes the gemstone material components to rise into the air and begin orbiting the caster in the same manner as the magic item Ioun Stones do, effecting 1 stone per 4 levels. While orbiting the caster, they provide a +2/stone deflection bonus to AC. The caster can sacrifice a stone (losing the deflection AC bonus) in order to force/allow 2 rolls be made for a save, the caster choosing the result. This decision is made prior to rolling a save and can only effect a save the caster makes, or a target of a spell cast by the caster.
Example: The caster is poisoned by a giant spider and opts to use a stone to roll 2 saves, taking the better of the 2 rolls.
Example: The caster targets a foe with a spell and opts to make the foe make 2 saves, taking the worst of the 2 rolls.
Material Component: 1 Gem/4 LV, ea. 50+ GP.

Seems overpowered for a fourth level spell. +1 deflection bons per stone, and no way should it allow the caster to force another save to a spell from a target.
 

Holocaust Wyrm
Spells that are shapable are more trouble than they're worth in play.
I could drop it to a 5' wide, 20-30' long 'snake' (much easier to represent), but the image of a flaming chinese dragon moving through the ranks is the basis... something I'm trying to retain.

This seems like a really ramped up flaming sphere. It should work mechanically similar- reflex save negates (what does a fortitude save have to do with avoiding fire?).
In some ways similar - but unlike flame sphere, which rolls through squares but does not dominate them, a reflex save to negate makes sense. In this case, it is a solid column of flames and superheated air. I can not see someone dodging this (even a fireball allows a hollywood dive to reduce/avoid) - so I opted for fortitude.

Should do 10d6 to anyone in its area, that "per 10' move over" damage thing is a overpowered use
Ahh, but its the flavor I seek, and the difficutly of threading this through enemy ranks. If I just make it effect an area and do the same damage each round - it is just a fireball that pulses, and with little/no flavor or feel of magic. If I opt to make it 5' wide, I'd change the damage to 2d6/segment that passes through you.

if the caster used two move actions making it move, and the speed is 40' (you list both 40' and 30' above), then that's a cool 40d6 damage per round for 1 round per caster level.
Oh - good catch! I'll change it to 30', and the whole thing can only be moved 30' total each round. So you may not use 2 move actions to make life hell for a poor victim. I'll add that text as well.

Ioun Shield
+1 deflection bons per stone, and no way should it allow the caster to force another save to a spell from a target.[/QUOTE]
Well, since it only lasts 1 R/LV (vs shield lasting 1 MIN/LV), gives +1 AC/4 LV - it is weaker then shield spell until 16th level caster! As to allowing re-rolling saves - both the caster and/or targets - that is the real reason behind the spell. I do note, though, that I have almost no flavor text for that spell. Oops!

So - what level is the ability to require a foe to roll 2 saves, take the lesser of the 2, equal to?

And above and beyond anything - thank you for feedback! I may very well be off in my estimates, so your comments help me shape these spells from more then 1 perspective.

B:]B
 

Beholder Bob said:
Holocaust Wyrm
Ioun Shield
Well, since it only lasts 1 R/LV (vs shield lasting 1 MIN/LV), gives +1 AC/4 LV - it is weaker then shield spell until 16th level caster! As to allowing re-rolling saves - both the caster and/or targets - that is the real reason behind the spell. I do note, though, that I have almost no flavor text for that spell. Oops!

It's a deflection bonus, though, so it stacks with armor, natural armor, and shield spells. Armor and shield bonuses are the easiest to come by, deflection, insight, luck, and natural armor should be much harder.

Re: rerolling saves, I could almost see how it work for the caster; the spider bites him, the gem swoops in and and throws itself in front of the fang- reroll your fort save. The gem knocks you out of the way of the fireball, or dazzles the eyes of the guy trying to force a will save on you or something. But I'm not seeing it being good for that, AND for offensive purposes.

So - what level is the ability to require a foe to roll 2 saves, take the lesser of the 2, equal to?

For a save equivalent to the DC, probably someone's weak save, it drops the chance of successfully saving from from about 50% to about 25%. Against a strong save, where the target has a 80 or 90% chance of making the save, it's still a good improvement, dropping it to a 60 or 80% chance of making the save.

There's a 3rd or 4th level spell from the FRCS I think (our DM uses it, not me, so I don't remember all the details) that gives a +3 or +4 bonus to your save DC on a single spell. A fourth level spell that gives a good boost to AC, plus several rerolls on your own save or someone else's (probably about the same as a +3 or +4 bonus) seems too good. Just the deflection bonus alone is probably a 4th or 5th level spell (compare to magical vestments, which provides an enhancement bonus to armor), this should be above that.
 

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