Spells of Fire and Protection

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.
 
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Knight Otu said:
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.
This one's pretty cool. Limited enough in use to be about the right level (there aren't that many ongoing spells which allow SR...)
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 to be in direct sunlight for 2d4 rounds, with all its normal effects. A successful reflex saves 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.
The sunlight effect might be too good, since the only times it's likely to matter, it's going to be killing multiple opponents with no save or SR allowed.
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.
Neat! You might want to point out that the damage of the spell is not halved on the fortitude save though.
Wall of Fire, Greater
Evocation [Fire]
Level:
(Drd 7), Sor/Wiz 6
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Opaque sheet of flame up to 30 ft. long/level or a ring of fire with a radius of up to 5 ft./level; either form 20 ft. high
Duration: Concentration + 1 round/level
Saving Throw: None
Spell Resistance: Yes
This spell functions like wall of fire, except as noted above and described here. Greater wall of fire deals 4d4 points of damage points to creatures within 10 feet, 2d4 points of fire damage to those past 10 feet but within 20 feet and 1d4 points of fire damage to those past 20 feet but within 40 feet. In addition, the wall deals 4d6 points of fire damage +1 point of fire damage per caster level (maximum +25) to any creature passing through it.
If any 5-foot length of wall takes 30 points of cold damage or more in 1 round, that length goes out. (Do not divide cold damage by 4, as normal for objects.)
Greater wall of fire can be made permanent with a permanency spell (caster level 14th, 3000 XP). A permanent greater wall of fire that is extinguished by cold damage becomes inactive for 10 minutes, then reforms at normal strength.

Ceiling of Light
Conjuration (Creation) [Light]
Level:
(Clr 6), Sor/Wiz 6
Components: V, S
Casting Time: 1 hour
Range: Touch
Area: Two 40 ft. squares, plus one 40 ft. square/3 levels
Duration: Permanent
Saving Throw: None
Spell Resistance: No
This spell causes a surface (not necessarily a ceiling) to constantly provide light as bright as normal sunlight. By touching the surface and taking a standard action, anyone can dim the light in a 5-foot square, up to shadowy illumination, or light it up again. Dimming or lighting the light provided by a ceiling of lightning draws an attack of opportunity.
Despite being as bright as sunlight, a ceiling of light has no adverse effects on creatures vulnerable to sunlight.
Ceiling of light counters or dispels any darkness spell of equal or lower level, such as darkness. No darkness spell of lower level functions in the area of a ceiling of light. Such darkness spells brought into the spell’s area are temporarily negated, but resume function when they leave the area.
Ceiling of light is much harder to dispel than other spells. The DC for any caster level check made to dispel this spell is increased by 10.

Note that "as bright as sunlight" doesn't actually help us in D&D - we have NO idea what sort of range sunlight has - so you can't tell how far away from the surface is illuminated.

Perhaps the spell effect should be either
a) Characterised as another form of light
b) Expressed as a volume - so the spell causes a volume to be lit with sunlight...
Magmatic Transportation
Transmutation [Earth, Fire]
Level:
(Drd 7), Sor/Wiz 7
Components: V
Casting Time: 1 standard action
Range: Personal and touch
Target: You and touched objects or other touched willing creatures
Duration: 1 minute/level
Saving Throw: None and Will negates (object)
Spell Resistance: No and Yes (object)
This spell transports you through rock and earth by encasing you in a magmatic cocoon. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance.
The cocoon has a burrow speed of 80 feet and a base land speed of 60 feet, and it heats up all rock it touches and out to 5 feet, so that anyone touching the rock takes 3d6 points of fire damage. Touching or being touched by the cocoon directly deals 6d6 points of fire damage to those creatures outside the cocoon.
While traveling through earth or rock, the cocoon leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence apart from the heat. If the cocoon is still buried in rock when the spell ends, its passengers are shunted off to the nearest open space and take 1d6 points of damage per 5 feet so traveled.
The cocoon can perform maneuvers such as bull rush as if it were Large and had a Strength score equal to the casters primary spellcasting attribute (Intelligence for wizards, Charisma for Sorcerers and Wisdom for druids).
This spell is missing the following: The ac, hardness and hitpoints of the cocoon, effects of attacks upon the cocoon upon those cocooned, effects of the destruction of the cocoon, what circumstances constitute "touching" the cocoon, what senses the caster has while cocooned etc. Also, this would seem to be primarily a combat spell, not a transport spell - transports of this level are far superior to this.
Spreadfire
Evocation [Fire]
Level:
Sor/Wiz 7
Components: V, S, XP
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level) (see text)
Area: 10 ft. radius spread (see text)
Effect: Growing sphere of fire
Duration: 1 round/level
Saving Throw: Reflex half
Spell Resistance: Yes
You create a temporary rift to a plane of everlasting flame, which slowly extends its fires through the rift to cause massive damage. The fires from the rift initially occupy an area of 10 feet radius, but every two rounds, the radius increases by 5 feet. For example, from the second round onwards, the radius is 15 feet, from the tenth round onwards it is 35 feet, and so on. The flames from the rift deal 5d6 points of fire damage per round.
A spreadfire does not spread beyond obstacles like walls, closed doors or closed windows unless it manages to burn through the obstacle. Obstacles such as columns, open doors or open windows allow the spreadfire to continue. Unlike other spells, a spreadfire can extend beyond the spell’s range and continue to function normally.
Note: A widened spreadfire starts at a radius of 20 feet, but still only grows at 5 feet per two rounds.
XP Cost: 1000 XP.
Frankly for it's level, it's not worth 1000xp to cast this. Remove the cost.

The only purpose for this spell I can conceive of is to kill very low-level creatures, or destroy structures. It's not real great for either - so an XP cost seems far out of line.
Halo of Fire
Abjuration [Fire]
Level:
(Clr 8, Drd 8), Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
You surround yourself with a halo of raging fire. This halo grants several benefits as long as it lasts:


  • Immunity to acid, cold and fire damage.
  • Any creature attacking you with a melee or ranged attack must succeed at a Reflex save (DC 10 + spell level + relevant ability modifier) or be blinded for 1d4 rounds.
  • Any creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 2d6 points of fire damage +1 point per caster level (maximum +25). Undead creatures instead take 1d6 points of damage per caster level, maximum 25d6. If the attacker has spell resistance, it applies to this effect. Creatures wielding weapons with exceptional reach (at least 15 feet) are not subject to this damage if they attack you.
  • A +4 enhancement bonus to Fortitude and Will saves.
  • Illuminates an area within a 30-foot radius. Undead creatures vulnerable to sunlight take 2d6 points while within that radius.
  • A +6 enhancement bonus to Intimidate checks
  • A +6 deflection bonus to Armor Class.

  • You need to specify that it provides shadowy illumination out to 60.
Spreadfire, Greater
Evocation [Fire]
Level:
Sor/Wiz 9
Components: V, S, XP
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level) (see text)
Area: 10 ft. radius spread (see text)
Effect: Growing sphere of fire
Duration: 1 round/level
Saving Throw: Reflex half
Spell Resistance: Yes
You create a temporary rift to a plane of everlasting flame, which slowly extends its fires through the rift to cause massive damage. The fires from the rift initially occupy an area of 10 feet radius, but every round, the radius increases by 5 feet. For example, from the second round onwards, the radius is 15 feet, from the tenth round onwards it is 55 feet, and so on. The flames from the rift deal 7d6 points of fire damage per round.
A spreadfire does not spread beyond obstacles like walls, closed doors or closed windows unless it manages to burn through the obstacle. Obstacles such as columns, open doors or open windows allow the spreadfire to continue. Unlike other spells, a spreadfire can extend beyond the spell’s range and continue to function normally.
Note: A widened greater spreadfire starts at a radius of 20 feet, but still only grows at 5 feet per round.
XP Cost: 2000 XP.
Again, the XP cost is way, way too much.
Wall of Fire, Permanent
Evocation [Fire]
Level:
Sor/Wiz 9
Components: V, S, M/DF, XP
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Opaque sheet of flame up to 45 ft. long/level or a ring of fire with a radius of up to 15 ft./2 levels; either form 20 ft. high
Duration: Permanent
Saving Throw: None
Spell Resistance: Yes
This spell functions like wall of fire, except as noted above and described here. Permanent wall of fire deals 4d6 points of damage points to creatures within 10 feet, 2d6 points of fire damage to those past 10 feet but within 20 feet and 1d6 points of fire damage to those past 20 feet but within 40 feet. In addition, the wall deals 6d6 points of fire damage +1 point of fire damage per caster level (maximum +25) to any creature passing through it.
If any 5-foot length of wall takes 40 points of cold damage or more in 1 round, that length goes out for 10 minutes, then reforms at normal strength. (Do not divide cold damage by 4, as normal for objects.)
Permanent wal of fire is much harder to dispel than other spells. The DC for any caster level check made to dispel this spell is increased by 10.
XP Cost: 4000 XP
Noone will cast this for 4000xp. Wish is only 5000xp. Frankly I can't imagine anyone but a DM making a permanent wall of fire, and that's only 2000xp.
 

Saeviomagy/Friend's Mark said:
This one's pretty cool. Limited enough in use to be about the right level (there aren't that many ongoing spells which allow SR...)
Keep in mind it's also the damage, which might make it too good.

Saeviomagy/Sunflare said:
The sunlight effect might be too good, since the only times it's likely to matter, it's going to be killing multiple opponents with no save or SR allowed.
That's a good point. I'll think about turning it into something else.

Saeviomagy/Ceiling of Light said:
Note that "as bright as sunlight" doesn't actually help us in D&D - we have NO idea what sort of range sunlight has - so you can't tell how far away from the surface is illuminated.

Perhaps the spell effect should be either
a) Characterised as another form of light
b) Expressed as a volume - so the spell causes a volume to be lit with sunlight...
I think expressing it as a volume is the way to go, here, propably as 40 ft. cubes of bright illumination.

Saeviomagy/Magmatic Transportation said:
This spell is missing the following: The ac, hardness and hitpoints of the cocoon, effects of attacks upon the cocoon upon those cocooned, effects of the destruction of the cocoon, what circumstances constitute "touching" the cocoon, what senses the caster has while cocooned etc. Also, this would seem to be primarily a combat spell, not a transport spell - transports of this level are far superior to this.
It's kind of a mix between transport and combat. Given that Greater Teleport is also 7th level, maybe reduce this to 6th level (In addition to adding the above information) ?

Saeviomagy/Spreadfire said:
Frankly for it's level, it's not worth 1000xp to cast this. Remove the cost.

The only purpose for this spell I can conceive of is to kill very low-level creatures, or destroy structures. It's not real great for either - so an XP cost seems far out of line.
I think that would make the spell superior to the 8th level spell Incendiary Cloud - higher damage and an eventually larger radius, but allows SR. So I think some sort of expensive component should be there at least. The same of course goes for Greater Spreadfire.
Admittedly, I tried to err to a more ... conservative pricing for the three spells with an XP cost, so a reduced XP cost certainly is ok.

Saeviomagy/Wall of Fire said:
Noone will cast this for 4000xp. Wish is only 5000xp. Frankly I can't imagine anyone but a DM making a permanent wall of fire, and that's only 2000xp.
Again, that was a pretty conservative pricing on my part. It's stronger than both a normal wall of fire and my greater version, but then again it's a seperate (and 9th level) spell, so a lower XP cost is propably a good idea.
 

Wall of Fire, Greater
Evocation [Fire]
Level:
(Drd 7), Sor/Wiz 6
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Opaque sheet of flame up to 30 ft. long/level or a ring of fire with a radius of up to 5 ft./level; either form 20 ft. high
Duration: Concentration + 1 round/level
Saving Throw: None
Spell Resistance: Yes
This spell functions like wall of fire, except as noted above and described here. Greater wall of fire deals 4d4 points of damage points to creatures within 10 feet, 2d4 points of fire damage to those past 10 feet but within 20 feet and 1d4 points of fire damage to those past 20 feet but within 40 feet. In addition, the wall deals 4d6 points of fire damage +1 point of fire damage per caster level (maximum +25) to any creature passing through it.
If any 5-foot length of wall takes 30 points of cold damage or more in 1 round, that length goes out. (Do not divide cold damage by 4, as normal for objects.)
Greater wall of fire can be made permanent with a permanency spell (caster level 14th, 3000 XP). A permanent greater wall of fire that is extinguished by cold damage becomes inactive for 10 minutes, then reforms at normal strength.

Ceiling of Light
Conjuration (Creation) [Light]
Level:
(Clr 6), Sor/Wiz 6
Components: V, S
Casting Time: 1 hour
Range: Touch
Area: Two 40 ft. cubes, plus one 40 ft. cube/3 levels
Duration: Permanent
Saving Throw: None
Spell Resistance: No
This spell causes a surface (not necessarily a ceiling) to constantly provide bright illumination in the affected volume. By touching the surface and taking a standard action, anyone can dim the light in a 5-foot square, up to shadowy illumination, or light it up again. Dimming or lighting the light provided by a ceiling of lightning draws an attack of opportunity.
Despite being as bright as sunlight, a ceiling of light has no adverse effects on creatures vulnerable to sunlight.
Ceiling of light counters or dispels any darkness spell of equal or lower level, such as darkness. No darkness spell of lower level functions in the area of a ceiling of light. Such darkness spells brought into the spell’s area are temporarily negated, but resume function when they leave the area.
Ceiling of light is much harder to dispel than other spells. The DC for any caster level check made to dispel this spell is increased by 10.

Magmatic Transportation
Transmutation [Earth, Fire]
Level:
(Drd 6), Sor/Wiz 6
Components: V
Casting Time: 1 standard action
Range: Personal and touch
Target: You and touched objects or other touched willing creatures
Duration: 1 minute/level
Saving Throw: None and Will negates (object)
Spell Resistance: No and Yes (object)
This spell transports you through rock and earth by encasing you in a magmatic cocoon. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance.
The cocoon has a burrow speed of 80 feet and a base land speed of 60 feet, and it heats up all rock it touches and out to 5 feet, so that anyone touching the rock takes 3d6 points of fire damage. Touching or being touched by the cocoon directly deals 6d6 points of fire damage to those creatures outside the cocoon.
While traveling through earth or rock, the cocoon leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence apart from the heat. If the cocoon is still buried in rock when the spell ends, its passengers are shunted off to the nearest open space and take 1d6 points of damage per 5 feet so traveled.
The cocoon can perform maneuvers such as bull rush as if it were Large and had a Strength score equal to the casters primary spellcasting attribute (Intelligence for wizards, Charisma for Sorcerers and Wisdom for druids).
The cocoon has an AC of 15, 100 hit points, and a hardness of 6. It is immune to fire damage, but suffers half again as much (+50%) cold damage (do not divide cold damage by 4, as normal for objects). Attacks on the cocoon have no effect on the passengers unless they deal enough damage to destroy the cocoon. If the cocoon is destroyed, the spell ends immediately.
 
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Spreadfire
Evocation [Fire]
Level:
Sor/Wiz 7
Components: V, S, XP
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level) (see text)
Area: 10 ft. radius spread (see text)
Effect: Growing sphere of fire
Duration: 1 round/level
Saving Throw: Reflex half
Spell Resistance: Yes
You create a temporary rift to a plane of everlasting flame, which slowly extends its fires through the rift to cause massive damage. The fires from the rift initially occupy an area of 10 feet radius, but every two rounds, the radius increases by 5 feet. For example, from the second round onwards, the radius is 15 feet, from the tenth round onwards it is 35 feet, and so on. The flames from the rift deal 5d6 points of fire damage per round.
A spreadfire does not spread beyond obstacles like walls, closed doors or closed windows unless it manages to burn through the obstacle. Obstacles such as columns, open doors or open windows allow the spreadfire to continue. Unlike other spells, a spreadfire can extend beyond the spell’s range and continue to function normally.
Note: A widened spreadfire starts at a radius of 20 feet, but still only grows at 5 feet per two rounds.
XP Cost: 200 XP.

Halo of Fire
Abjuration [Fire]
Level:
(Clr 8, Drd 8), Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
You surround yourself with a halo of raging fire. This halo grants several benefits as long as it lasts:



  • Immunity to acid, cold and fire damage.
  • Any creature attacking you with a melee or ranged attack must succeed at a Reflex save (DC 10 + spell level + relevant ability modifier) or be blinded for 1d4 rounds.
  • Any creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 2d6 points of fire damage +1 point per caster level (maximum +25). Undead creatures instead take 1d6 points of damage per caster level, maximum 25d6. If the attacker has spell resistance, it applies to this effect. Creatures wielding weapons with exceptional reach (at least 15 feet) are not subject to this damage if they attack you.
  • A +4 enhancement bonus to Fortitude and Will saves.
  • Provides bright illumination out to a 30-foot radius, and provides shadowy illumination out to 60 feet,. Undead creatures vulnerable to sunlight take 2d6 points while within the 30-foot radius.
  • A +6 enhancement bonus to Intimidate checks
  • A +6 deflection bonus to Armor Class.
Spreadfire, Greater
Evocation [Fire]
Level:
Sor/Wiz 9
Components: V, S, XP
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level) (see text)
Area: 10 ft. radius spread (see text)
Effect: Growing sphere of fire
Duration: 1 round/level
Saving Throw: Reflex half
Spell Resistance: Yes
You create a temporary rift to a plane of everlasting flame, which slowly extends its fires through the rift to cause massive damage. The fires from the rift initially occupy an area of 10 feet radius, but every round, the radius increases by 5 feet. For example, from the second round onwards, the radius is 15 feet, from the tenth round onwards it is 55 feet, and so on. The flames from the rift deal 7d6 points of fire damage per round.
A spreadfire does not spread beyond obstacles like walls, closed doors or closed windows unless it manages to burn through the obstacle. Obstacles such as columns, open doors or open windows allow the spreadfire to continue. Unlike other spells, a spreadfire can extend beyond the spell’s range and continue to function normally.
Note: A widened greater spreadfire starts at a radius of 20 feet, but still only grows at 5 feet per round.
XP Cost: 400 XP.


Code:
[b]
  Spreadfire radius by round
  Round	Spreadfire	Greater Spreadfire
  	Radius		Radius[/b]
     1	10		10
     2	15		15
     3	15		20
     4	20		25
     5	20		30
     6	25		35
     7	25		40
     8	30		45
     9	30		50
     10	35		55
     11	35		60
     12	40		65
     13	40		70
     14	45		75
     15	45		80
     16	50		85
     17	50		90
     18	55		95
     19	55		100
     20	60		105
 
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It's kind of hard to assimilate so many spells at once. A thread that adds a new spell every day or two would be easier to read, and might get more extensive feedback.

I like Friend's Mark- it is just the thing to let someone else go through a wall of fire that you cast. I like the way that Shrieking Flames can be fine-tuned to allow the caster to deal with creatures who are vulnerable to sonics but not to fire, or vice versa.

When you say "natural sunlight" do you mean that it will e.g. destroy vampires? If so, I am hesitant about whether it is appropriate. Magic that acts like natural sunlight is very, very rare, if it exists at all.
 

Knight Otu said:
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
This only works against one spell, right? Maybe that should be said in an Effects entry.

Knight Otu said:
Shrieking Flames
How does a ray tumble?

Knight Otu said:
Ceiling of Light
The surface is 40 foot quare and illuminates out to 40 foot as well, or am I misreading it? CLarification in the spell would be nice

Knight Otu said:
Magmatic Transportation
What does the cocoon look like? Sounds liek neatspell.

Knight Otu said:
Spreadfire
The XP cost is two high, like said before. Can creatures enter/exit the rift? Could the greater version summon minor elementals?

Knight Otu said:
Halo of Fire
:)

Knight Otu said:
Sparkstrike
Weaker then MM but fine all the same.

Knight Otu said:
Pyromagical Enhancement
I have some doubts about this, but I can live with some of metamagics 'thunder' to be stolen.
 

A tiny, tiny, tiny little suggestion -- call it Continual Wall of Fire instead. Otherwise there's confusion between Permanent Wall of Fire and Wall of Fire with Permanency.Cheers
Nell.
 

Cheiromancer said:
It's kind of hard to assimilate so many spells at once. A thread that adds a new spell every day or two would be easier to read, and might get more extensive feedback.
Yeah, I propably should have gone that route when I first posted the spells. A bit late now, I think.:heh:

Cheiromancer said:
When you say "natural sunlight" do you mean that it will e.g. destroy vampires? If so, I am hesitant about whether it is appropriate. Magic that acts like natural sunlight is very, very rare, if it exists at all.
That was my original intention, yes. I've reconsidered this, though, and dropped it in the new version in the fourth post (I should update the first post as well, or rearrange things a little bit).

Ferret said:
This only works against one spell, right? Maybe that should be said in an Effects entry.
Right, only one spell. I'm not sure if an Effects entry is necessary, though - Spell Immunity doesn't have such an entry, either.

Ferret said:
How does a ray tumble?
Carefully. ;)
I visualize it as a mix of two energies in a single ray that more or less spiral towards the target, somewhat randomly.

Ferret said:
The surface is 40 foot quare and illuminates out to 40 foot as well, or am I misreading it? CLarification in the spell would be nice
I've updated it in a later post to 40-foot cubes, so technically, yes.

Ferret said:
What does the cocoon look like?
I figure it being textured a bit like that:
http://www.strayreality.com/image1/magma.jpg
Though it should propably be closer to red-hot on the outside.

Ferret said:
The XP cost is two high, like said before. Can creatures enter/exit the rift? Could the greater version summon minor elementals?
Do you base the "too high" on the 1000/2000 XP cost, or on the 200/400 XP of the later version? The rift should only allow passage of energy in one direction, and not of creatures. I'd consider the rift to be extremely small, too small for most creatures. Fine creatures might be able to pass through, but that would blur the line between Evocation and Conjuration too much, in my opinion.

Nellisir said:
A tiny, tiny, tiny little suggestion -- call it Continual Wall of Fire instead.
Yeah, that's a good point. I propably should.:)
 

Instead of "Continual" you might use an adjective like eternal, enduring, perduring, unending, endless... etc..

If the wall had to be in the form of a ring, "endless" would be an especially apt choice.
 

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