Spells of Ukast the Cold and Ziphak the Hunter

Clay_More

First Post
I just wanted U guys to give a little feedback on a couple of spells I created. To explain the two wizards that have created these spells in my campaign, Ukast is a Necromancer from a northern area of my world, a very cold place indeed. Ziphak is a mage-hunter that specialises in hunting magical beasts and enemy wizards for money. I might post some of their other spells at a later time, just wanted some feedback on these four spells.


Ukast’s Winterdeath
Necromancy [Cold]
Level: Clr 7, Sor/Wiz 7
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft. / level)
Duration: Instantaneous
Saving Throw: Reflex half (cold damage)
Spell Resistance: Yes (cold damage)

Ukast’s Winterdeath is an alternative version of the Animate Dead spell that causes damage on top of animating undead. Ukast’s Winterdeath creates a sphere of intense cold 30 ft. wide that causes 5d6 points of damage to all within. In the same round that the intense cold appears, frozen skeletons begin clawing their way out of the ground. Covered in frost, the skeletons will need two full rounds to free themselves from the ground, during which they are considered prone for determining attacks on them. Once they have freed themselves from the ground, they can attack as normally animated skeletons. The caster of Ukast’s Winterdeath can create one HD of skeletons / level. He can command as many skeletons as he can with Animate Dead. He cannot choose to create zombies. The skeletons have the same statistics as normal skeletons, with a small difference. They inflict one additional point of cold damage with their claw attacks and they have Cold Resistance 10. Just as with normal skeletons, the frozen skeletons are permanent.
The material component required for the spell is a gem worth 50 gp for each HD of skeletons to be animated. Unlike the normal Animate Dead spell, the gem doesn’t need to be placed on the dead corpses.


Ukast’s Corpse Locator
Necromancy
Level: Clr 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Long (400 ft. + 40 ft. / level)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Ukast’s Corpse Locator is used for finding corpses to use as material components for Animate Dead spells. The caster is able of determining the number and location of any usable corpses within the spells range once he finishes casting it. He knows if the corpses are of good enough shape to be used as zombies, or if they can only be used for creating skeletons. Ukast’s Corpse Locator is often used in preparation for Ukast’s Winterdeath.


Ziphak’s Elemental Missile
Evocation [Electricity] [Sonic] [Acid] [Fire] [Cold]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft. / level)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Ziphak’s Elemental Ray is a common spell used by wizards to test the defences of their enemies. The spell fires five missiles with a second’s interval between each. The first missile inflicts one point of lightning damage. The second causes one point of sonic damage on impact, the third causes one point of acid damage, the fourth causes one point of fire damage and the last one causes one point of cold damage. After the spell has been cast, the caster needs not concentrate on it while the missiles are being fired. If any of the five missiles are stopped from causing damage for any reason, be that spell resistance or some form of elemental immunity or resistance, the missile will instead burst into a small cloud of the same colour as the missile. Electricity is blue, sonic is grey, acid is green, fire is red and cold is white. The casting wizard can then see which of the five missiles were stopped. The spell is used to test any elemental resistances and immunities the target might have. Off course, if the target has any form of spell resistance or a Globe of Invulnerability, this spell cannot determine the elemental immunities and resistances of its target.


Ziphak’s Sundering Cascade
Evocation [Force]
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft. / level)
Duration: 1 round / level or until discharged
Saving Throw: Reflex Half
Spell Resistance: Yes

This spell was constructed by Ziphak to combat opponents with resistance to spells. Ziphak’s Sundering Cascade creates a small orb that hovers close to it’s caster. Each round, the orb shoots a small missile consisting of pure force against it’s target. If the missile is stopped for any reason, either by spell resistance or spell immunity, the orb simply waits until next round, where it fires another small missile. If the small missile penetrates it’s target’s defences and hits him, a rapid cascade of missile made of pure force immediately follows it. All of the missiles fired after the initial missile has broken it’s target defences use the opening in the targets defences, allowing them use the first missile’s spell penetration roll. The missiles cause 1d6+1 points of damage / caster level to a maximum of 20d6+20 points of damage. The target can roll a reflex saving throw to halve the damage. If none of the small missiles fired by the spell are able of penetrating the targets defences, the orb vanishes after the spell’s duration ends without firing the cascade of missiles.
Ziphak’s Sundering Cascade is mostly used against enemies with a high spell resistance. A wizard or sorcerer can only have one Ziphak’s Sundering Cascade in effect at any given time. The material component for the spell is a small leather pouch filled with blue stones, worth 5 gp.


EDIT: ADDED OTHER SPELLS

The three extra spells are all spell-affecting spells (wow, thats "spell" mentioned three times in a sentence, four if you count the extra one mentioned in this paragraph). The spells made by Ziphak are meant to offer especially wizards more choices and tactics when fighting other wizards. Ukast's spells are either normal Necromancy spells or spells that connect with both cold and necromancy.

Ziphak’s Spell Alteration
Transmutation
Level: Sor/Wiz 2
Components: V, S
Casting Time: Free action
Range: Personal
Duration: 1 round or until another spell is cast
Saving Throw: None
Spell Resistance: No

Ziphak’s Spell Alteration modifies the next spell cast by its caster. It makes minor changes to the spell, changing the way it’s energies operate. This alteration has no effect on the spell itself, it still causes the same amount of damage, has the same save DC and range. The minor alteration made to the spell is enough to foil those special protective spells that protect against named spells, such as Spell Immunity. An altered Magic Missile can penetrate through a shield and an altered Fireball can harm someone who has cast Spell Immunity against Fireball. Ziphak’s Spell Alteration affects the next spell cast in the same round as itself. If the caster for some reason doesn’t cast another spell in the same round, Ziphak’s Spell Alteration expires at the beginning of the next round.
Ziphak’s Spell Alteration is a handy backup spell for wizards. If an enemy casts Spell Immunity against your large store of Fireballs and Cone of Colds, Ziphak’s Spell Alteration can make them usable once again. Ziphak’s Spell Alteration doesn’t change the elemental nature of a spell, thus it cannot allow a Fireball to damage a creature with Fire Resistance or allow a Sleep spell to affect an elf.


Ziphak’s Bewildering Missiles
Illusion
Level: Sor/Wiz 3
Components: V, S
Casting Time: Free Action
Range: Personal
Duration: 1 round or until another spell is cast
Saving Throw: None
Spell Resistance: No

Ziphak’s Bewildering Missiles is another magic-affecting spell that creates a cluster of illusionary missiles that are fired in unison with another spell. The extra missiles are illusions that look exactly as the projectiles fired by the spell they affect. Ziphak’s Bewildering Missiles can only be cast in unison with a spell that creates a visible projectile or ray. Examples are Ray of Enfeeblement, Fireball and Lightning Bolt. Spells that have no projectiles, such as Cone of Cold or Cloudkill cannot be affected. If the spell requires a ranged touch attack, the target looses his dexterity modifier to his AC, since he is unable of knowing which projectile to dodge. If the spell allows it’s target to make a Reflex saving throw to avoid some of the damage, the DC of the Reflex save is increased by +4.


Ukast’s Cold Heart
Necromancy [Cold]
Level: Sor/Wiz 5
Components: V, S, F
Casting Time: 1 action
Range: Personal
Duration: 1 round / level
Saving Throw: Will (special)
Spell Resistance: No

Ukast’s Cold Heart is another spell created by the vile necromancer Ukast. When the spell is cast, any undead under the command of the caster can be sacrificed to bolster his cold spells. When the Ukast’s Cold Heart is in effect, any time the caster casts a spell with the Cold descriptor, he can choose to sacrifice some of the undead creatures under his command. Sacrificing undeads is considered a free action that doesn’t provoke an attack of opportunity. Any intelligent undead under the casters command receives a Will save to avoid getting sacrificed. Sacrificed corporeal undead fall to the ground whereas incorporeal undead simply vanish. For each HD of undead sacrificed by this spell, the next spell with Cold descriptor causes an additional dice of damage, of the same type the spell already uses to deal damage. Thus, a Cone of Cold that is bolstered by the energy of 6 HD of undead being would cause an additional 6d6 points of damage. Ukast’s Cold Heart allows the spellcaster to cause up to 8 dices more damage with a cold spell that the spell normally allows. Thus, a spell that allows a caster to cause 10d6 points of damage could cause 18d6 points of damage if eight HD of undeads were sacrificed while casting the spell. If the caster of the cold spell is of insufficient level to cause the maximum damage of the cold spell, Ukast’s Cold Heart still only allows him to cause eight dice of extra damage.
 
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I like the Ukast spells, and I would make the following modifications to each of them:

Winterdeath: It's a bit powerful, and I would take away the extra damage the skeletons do. I like the gem cost for HD, which is consistant, and perhaps only a certain gem type could be used to give the skeletons the cold resistance.

Corpse locator: I would change the range to be 1/4 mile per level, and keep the spell level the same if the duration is instantaneous. Or I would give it a duration of 1 hour and keep the range or change either the level to 3. What necromancer doesn't want to find a dead body, and making a new one may be easier than finding one.

Elemental missle is good to go, IMO, as it gives information in addition to damage, and the damage doesn't go up with the wizard level.

Sundering Cascade: A bit powerful, but I think the level is correct. I would limit the 'automatic cascade' aspect of it, as the spell might not think for itself, and can't tell what is a 'hit' or 'miss'. Can multiple targets be selected? I would assume the caster can change the target as a free action if after 2 missles that don't work he can change his mind where they shoot.

Good ideas for the spells.
 

I am only gonna comment on the lower level spells because I am not so smart on the higher level ones.

I really like the elemental missile spell. I think that it is fine.

As per the Corpse locator, I would make it a 1st level spell. The magic part is finding the corpse so in my opinion it is a really specific locate object. I would also make the range a radius. Maybe 400 feet or something.
 

These are all quite cool spells -- flavorful, different and well thought-out. I don't feel qualified to comment on the higher level spells, however, so I'll stick to the two low-level ones:

Ukast's corpse locator: I think this spell is fine as it stands, although I would express the range as a burst or radius emanating from the caster (your listed range as a radius should be fine). I think it should stay second level, as it can find multiple objects and assess the status of each of them.

Ziphak's elemental missile: I really like this spell. I stacked it up against magic missile and know protections (from Magic of Faerun), and I think it balances just fine. MM scales with the caster's level but doesn't gather information, and KP allows a save and SR (if memory serves; the range may also be different) but tells you everything ZEM does plus the target's DR and SR.

Hope this helps. :)
 

For the Winterdeath, there's a very similar epic spell, though more powerful, I think its fine where it is. Remember though, skeletons are already immune to all cold damage...

Corpse Locater is fine as it is, at the level it has.

Elemental Missile and Sundering Cascade, they both sound like very useful spells, perhaps put some more specifics in them. For instance, how far does the light off of Elemental Missile's burst go, and perhaps say it's the equivilant of Torch light or a Light spell or similar. Sundering Cascade, how far exactly does the ball float from you and can it be destroyed with distentigrate and similar?
 

Didn't remember if skeletons were immune to cold or not. If they already are, then perhaps the extra point of cold damage isn't too much over the top. If they aren't immune (dont have my books here), then the cold resistance might be enough. I just wanted to make them cold-skeletons instead of normal skeletons, simply as a note of difference.

Seemed there were no objections about the ZEM, so ill leave it at that.

UCL might need a better definition of it's range. The 1/4 miles pr. level sounds sufficient, off course as an emanation. Im getting unsure about the instantaneous duration though. If someone finds a corpse four miles away and is able of pinpointing it's location, he might have difficulty finding it anyway unless he has a very good location sense.

As for Sundering Cascade, I would say that the Orb isn't allowed to go further than five feet away from the caster. He can cannot change target after it has been cast, but he can dispel it and recast it with another target. The small missiles cause one point of damage each (which isn't important, since they stop firing once the first one has penetrated it's target's defences and the cascade has been fired). Since Sundering Cascade is a force spell, I might deem that it could be immune to the same things as a wall of force. I dont know if that would be over the top, or if it should be allowed to be dispelled just as any other spell.
 

When I thought about it, I was a bit amazed that nothing like Corpse Locator had already been made. It really improves on Necromancers, especially if they dont live where the dead are clearly marked (i.e. graveyards).
 

Clay_More said:
UCL might need a better definition of it's range. The 1/4 miles pr. level sounds sufficient, off course as an emanation. Im getting unsure about the instantaneous duration though. If someone finds a corpse four miles away and is able of pinpointing it's location, he might have difficulty finding it anyway unless he has a very good location sense.

I had just imagined that the caster would be able to remember the locations for a reasonable amount of time, but in retrospect this doesn't make much sense. I agree -- UCL should have a duration. Besides, I love the image of the necromancer and his minions loping across the moonlit hills, trying to reach a particularly rich former battleground before the spell expires. Good stuff.
 

Just added three other spells. Ill edit and alter the old spells with the good suggestions made by you guys came up with. Im just working on getting some of my old 2 Ed. spells upgraded.

EDIT

Just wanted to make an extra comment on the three new spells.
I was unsure what spell to use as comparison for Ziphak's Spell Alteration, as it's effect is a little bit unusual.

For comparison with the Ziphak's Bewildering Missiles, I used Spell Enhancement and True Strike. True Strike gives a +20 bonus to your next to hit roll. Compared to my spells, its benefit is that it can be used to bolster any attack roll. The downside is that it takes an action, so you "waste" a round. The efficiency of using Ziphak's Bewildering Missiles with spells that require an attack roll increases the higher dexterity bonus the target has. So, it's especially efficient against rogues and such. The DC increase is the same as Spell Enhancement, but only works for Reflex saves, not all three saves as Spell Enhancement does. The biggest benefit of the spell is that its a free action to cast it and that it can affect spells that both require a save and an attack roll.

For Ukast's Cold Heart, I havent been able of finding any spells to compare it to. The best thing it can be compared to is the Empower feat... with an unusual material component. Please give me some feedback about what you think of the spell level.
 
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