Knight Otu
First Post
Note: I have reorganized the spells into 4 posts with 3 spells each.
I've come up with a number of spells over time, many of them with a fiery or protective bent. Considering that I am not very good at balancing spells, I'd like to present them to a more experienced audience that can hopefully help me to balance them.
Friend’s Mark
Abjuration
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Permanent (D) (see text)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The caster makes the target immune to a spell cast by himself that is already in place. This immunity is like an unbeatable spell resistance (similar to spell immunity), and reduces any hit point damage by the spell to 0. The immunity neither extends to other spells cast by the caster (including other instances of the same spell), nor grants any protection against spells cast by other casters. The spell must have a duration other than instantaneous, must still be active when friend’s mark is cast, and, at the time of casting, may be no farther than close range (25 ft. + 5 ft./2 levels) from the caster. A caster may have no more than 1 friend’s mark per caster level in existance.
When the spell that a friend’s mark protects against ends in any way, that friend’s mark ends, too.
Sunflare
Evocation [Fire, Light]
Level: (Clr 4, Drd 4), Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5ft./2 levels)
Area: Cylinder (20-ft. radius, 40 ft. high) (see text)
Duration: Instantaneous (see text)
Saving Throw: Reflex partial; see text
Spell Resistance: Yes
A hot cylinder of light and fire bursts towards the sky, dealing 1d6 points of fire damage per two caster levels (maximum 10d6) to everything in the area as well as blinding sighted creatures, or 1d8 points of fire damage per two caster levels against undead (maximum 10d8). The area directly affected, as well as everything within a 40 foot radius from the origin of the cylinder is considered brightly illuminated for 2d4 rounds, and creatures vulnerable to sunlight suffer 2d8 points of damage per round they remain in that light. A successful Reflex save negates the blinding and reduces the damage by half.
Sunflare dispels any darkness spells of lower than 4h level within double its radius (a cylinder with a 40 foot radius and 40 feet high).
Material Component: A diamond worth no less than 50 gp.
Shrieking Flames
Evocation [Fire, Sonic]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10ft./level)
Effect: One or more rays
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
You create a ray of mixed sound and fire, tumbling towards its target with a horrible shriek. You may fire one ray, plus one additional ray for every four levels beyond 9th (to a maximum of three rays at 17th level). For each ray, you must succeed at a ranged touch attack to deal damage. The ray deals 6d6 points of damage, distributed among fire damage and sonic damage as you choose by the time of casting, except that any energy must deal at least 1d6 points of damage (for example, the ray could deal 2d6 points of fire damage and 4d6 points of sonic damage, or 3d6 points of both fire and sonic damage). If a target fails a Fortitude save, it is also deafened for 2d6 rounds. Targets immune to sonic damage are also unaffected by the deafening. The rays may be fired at the same or different targets, but all bolts must be aimed at targets within 30 feet of each other and fired simultaneously.
The spell can neither cause sonic damage nor deafness to a target in an area of magical silence, but can deal fire damage normally.
Material Component: Wooden replica of a wind instrument, filled with a tiny ball of bat guano and sulfur.
Note: A successful save does not reduce the damage dealt by half.
I've come up with a number of spells over time, many of them with a fiery or protective bent. Considering that I am not very good at balancing spells, I'd like to present them to a more experienced audience that can hopefully help me to balance them.

Friend’s Mark
Abjuration
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Permanent (D) (see text)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The caster makes the target immune to a spell cast by himself that is already in place. This immunity is like an unbeatable spell resistance (similar to spell immunity), and reduces any hit point damage by the spell to 0. The immunity neither extends to other spells cast by the caster (including other instances of the same spell), nor grants any protection against spells cast by other casters. The spell must have a duration other than instantaneous, must still be active when friend’s mark is cast, and, at the time of casting, may be no farther than close range (25 ft. + 5 ft./2 levels) from the caster. A caster may have no more than 1 friend’s mark per caster level in existance.
When the spell that a friend’s mark protects against ends in any way, that friend’s mark ends, too.
Sunflare
Evocation [Fire, Light]
Level: (Clr 4, Drd 4), Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5ft./2 levels)
Area: Cylinder (20-ft. radius, 40 ft. high) (see text)
Duration: Instantaneous (see text)
Saving Throw: Reflex partial; see text
Spell Resistance: Yes
A hot cylinder of light and fire bursts towards the sky, dealing 1d6 points of fire damage per two caster levels (maximum 10d6) to everything in the area as well as blinding sighted creatures, or 1d8 points of fire damage per two caster levels against undead (maximum 10d8). The area directly affected, as well as everything within a 40 foot radius from the origin of the cylinder is considered brightly illuminated for 2d4 rounds, and creatures vulnerable to sunlight suffer 2d8 points of damage per round they remain in that light. A successful Reflex save negates the blinding and reduces the damage by half.
Sunflare dispels any darkness spells of lower than 4h level within double its radius (a cylinder with a 40 foot radius and 40 feet high).
Material Component: A diamond worth no less than 50 gp.
Shrieking Flames
Evocation [Fire, Sonic]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10ft./level)
Effect: One or more rays
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
You create a ray of mixed sound and fire, tumbling towards its target with a horrible shriek. You may fire one ray, plus one additional ray for every four levels beyond 9th (to a maximum of three rays at 17th level). For each ray, you must succeed at a ranged touch attack to deal damage. The ray deals 6d6 points of damage, distributed among fire damage and sonic damage as you choose by the time of casting, except that any energy must deal at least 1d6 points of damage (for example, the ray could deal 2d6 points of fire damage and 4d6 points of sonic damage, or 3d6 points of both fire and sonic damage). If a target fails a Fortitude save, it is also deafened for 2d6 rounds. Targets immune to sonic damage are also unaffected by the deafening. The rays may be fired at the same or different targets, but all bolts must be aimed at targets within 30 feet of each other and fired simultaneously.
The spell can neither cause sonic damage nor deafness to a target in an area of magical silence, but can deal fire damage normally.
Material Component: Wooden replica of a wind instrument, filled with a tiny ball of bat guano and sulfur.
Note: A successful save does not reduce the damage dealt by half.
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