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Post by Flax on Mar 16, 2004 20:34:31 GMT -5
Post here any new spell you have have concived and maybe a little backstory behind it. For exemple I'll take one of FX's creations; Tot Ghaur’s Elemental Shield.
Tot Ghaur’s Elemental Shield Abjuration Level: Sor/Wiz 5 Components: V, S Casting Time: 1 standard action Range: Personal Target: Personal Duration: 1 round/caster level
This spell grants the caster fire resistance 15, acid resistance 15, cold resistance 15, electricity resistance 15 and sonic resistance 15 for the duration of the spell.
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Post by Banzai Kamikaze on Mar 16, 2004 21:01:10 GMT -5
Osama's Wish Evocation Level: Sor/Wiz 9 Components: Coran Casting Time: 1 standard day Range: Anywhere in the world, on an area of less than 100 kilometers Target: As many as you wish Duration: 1 round/caster level
Calling Osama will let the bearded old man give you a wish. The wish needs to be about mindless destruction. You cannot wish, for example, that Osama shares loves with poor kids.
Seriously, I know nothing about making spells, so I'll let all of you deal with this thread,
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Rouroux
Master Jedi Poster
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Posts: 208
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Post by Rouroux on Mar 16, 2004 23:46:35 GMT -5
I modified it with what you told me in your post Flax... I also made a mistake...it is a variant of Fireball/magic missile...it is now corrected.
Vagnard's Silver Projectile
Evocation Sorc/Wiz 3 Components: V, S Casting Time: standard action Range: 400 fts + 10 fts/caster level Target: anything Duration: instantanious
When this spell is cast, a silver ball of energy as large as half a foot, is shot from the open palm of the caster (1 ball/caster level max:10). The ball flies around in the air, evading any obstacle in it's path, then, from above it, the ball dives on it's target, to "explode" on it on on the ground beneath it, if the target succeeded a Reflex save DC halfs damage. If the target in is not moving like an object or a helpless character, it's an automatic hit. Each ball deals 1d6+1 damage, and the target is dazed for one round undependently of the number of balls that hit him.
At higher level, when there are more than one ball, each ball may take a different target (caster's choice) that is inside a view cone of 45 degree infront of the caster.
Isn't it a great spell?
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Post by Flax on Mar 19, 2004 18:30:45 GMT -5
Cool, sort of a variant of hold person, but you got to correct one thing if you want your spell to be by the book; the DC.
First of all, you never name the DC, you just say for exemple, reflex negates, thats all. This assumes that the DC is 10 + spell lvl + int/cha/wis. Its like that for all spells.
Second, the adding 2/ball to DC doesn't work. The spell has to be resistable, with 10 balls on a person the DC increases by + 18 which is utterly unbalanced. You shoudn't add anything to the DC.
There that should make it a balanced spell, remember gameplay and balance are more important than realism.
[glow=red,2,300]*(Vagnard's Silver Projectile has now been corrected)* [/glow]
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Post by Flax on Apr 4, 2004 15:44:56 GMT -5
First, another of FX's creation:
Tot Ghaur’s Planar Shield Abjuration Level: Sor/Wiz 3 Components: V, S Casting Time: 1 standard action Range: Touch Target: One creature or object touched Duration: 1 round/caster level
This spell prevents extraplanar creature from harming the target of the spell through any means. Extraplanar creatures cannot cast spells that target the target of Tot Ghaur’s Planar Shield, nor can they aim missiles or physically attack him. Spells with an area of effect cast by an extraplanar creature may surround or engulf the target protected by this spell, but doesn’t affect them. Permanent objects created by extraplanar creatures or creatures summoned by extraplanar creatures do affect the target of Tot Ghaur’s Planar Shield though. If the target protected this spell attacks or harms in any way an extraplanar creature the spell ceases to function in regards to the creature harmed.
Next, a 2nd edition spell converted by FX:
Spell Mantle Abjuration Level: Sor/Wiz 5 Components: V, S, M, F Casting Time: 1 day Range: Personal Target: Caster Duration: Permanent This spell creates a mantle around the caster that stores magical powers that activate when triggered or when willed to by the caster. Each time one of those powers is activated, the caster loses 1 hp. The mantle stores one spell of each level the caster can cast of defensive spells, and one spell of each level the caster can cast of offensive/utility spells. The defensive spells stored in the mantle are always active and cannot be supressed by the caster except if he dismisses the whole Spell Mantle. The attack/utility spells stored in the mantle are considered to be spell-like abilities usable once per day as a standard action. Neither attack/utility nor defensive spells stored in the mantle can be dispelled, the Spell Mantle must be dispelled as a whole. The spell levels are chosen upon the casting of Spell Mantle and can not be modified, except if the caster dismisses the Spell Mantle and re-casts the spell. However, each time the caster is entitled to another level of spells, he can add one attack/utilisty spell to the mantle and one defensive spell to the mantle. Spell Mantle can only be dispelled if the spell focus is the target of a dispelling effect. Areas of anti-magic or dead magic zones will simply supress the effects of the mantle while the caster is in that area.
Material Components: Blood from the caster which drains him of 1 hp. Each time a spell is added to the mantle, it drains permanently another 1 hp.
Spell Focus: Any gem which the caster must keep within 5ft. of him or else the spell is dispelled.
( This means a caster who can cast 5th level spells could add one 1st level spell, one 2nd level spell, one 3rd level spell, one 4th level spell and one 5th level spell of each defensive and attack/utility category to the mantle, each at the cost of 1hp permanently lost. A defensive spell is considered to be any abjuration spell which can target the caster. An offensive/utility spell is considered to be any spell which can be cast at a target)
Finally, one of my own creation, done a few months ago at Faelkon's request:
Corpse Explosion Necromancy [Negative Energy] Level: Sor/Wiz 3 Components: V, S, F Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: 15 Ft. Radius explosion of dark energies that may spread through one more corpse / 5 lvl Duration: Instantaneous Saving Throw: Reflex Half Spell Resistance: Yes Surging a corpse with negative energy, it then erupts in a wave of dark energy harming everyone around in a 15 ft. radius dealing 1d6/lvl (max 10d6). If other corpses are in the radius the wave can surge them depending on the level of the caster, one more corpse ca be affected for every 5 caster levels (max +4). This spell does not harm undead, it heals them.
Focus : A corpse that is still in a moderately good shape
Example: Telmar, an 11th level wizard woulds be able to affect 3 corpses, ( 1 initial + 2 extra) dealing 10d6 damage.
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Post by Flax on Apr 9, 2004 10:23:33 GMT -5
These are from the internet
Tiara's Force Blast (by Jeff Neeser) Evocation [Force] Level: Soc/Wiz 2 Components: V,S Casting Time: 2 Range: Medium (100 + 10/lvl) Effect: 1 or more creatures (objects) no more than 25ft. apart Duration: Instantaneous Saving Throw: Half Spell Resistance: Yes Upon casting this spell a small number of bright spheres shoot from the caster's finger tips. The blasts will strike an enemy (object) and throw it back 10 feet. The damage caused from the impact of the blasts is 1d8 per blast. If the enemy hits something (a wall, table, etc) the enemy takes another 1d8 damage. The distance the blasts can travel is 100 feet plus 10 feet per level of the caster to a maximum of 200 feet. The caster can shoot 1 blast plus 1 per level of the caster up to ten. The caster can shoot the blasts at different targets, but any target shot at must be within the range. Every blast is shot at the same time, that is they all shoot at their target(s) when the spell has finished being cast.
Tiara's Shrink Spell (by Jeff Neeser) Transmutation Level: Soc/Wiz 2 Components: V,S Casting Time: 1 action Range: Touch Effect: Special Duration: Special Saving Throw: None Spell Resistance: No When this spell is cast on an object, no living or dead creature will be affected by this spell, which is not connected to the ground, the object is shrunk to any size the caster desires. However, the object must be shrunk to a size which can fit in the caster's pocket, and not beyond the size of which the caster cannot pick up the object (an atom for example.) The spell is broken when the object comes into connect with the ground.
Tiara's Time Blast (by Jeff Neeser) Transmutation Level: Soc/Wiz 2 Components: V,S Casting Time: 2 Range: Medium (100 + 10/lvl) Effect: Special Duration: 1d6 rounds + 1 round/level; up to a maximum of 30 rounds Saving Throw: Negates Spell Resistance: Yes After the spell is cast, 1 blast/2 levels (up to a maximum of 15), is projected from the caster's hands. Each blast which is fired can go to a separate target, as long as each target is within the range. All the blasts are shot when the spell has finished being cast. The blast has an hour glass symbol in the center of it. The object or creature which is hit by the blast is stopped in time for the duration of the spell. The object must have moving parts in it to be affected by the spell, a falling rock would not be stopped in time because it has no moving parts. After getting hit, the object has a time field surrounding it which is not much larger than the object itself. If the target, within the time field, is attacked the damage does not affect the object (creature) until the spell ends. The caster is the only person who can enter the time field and interact within it, any other creatures trying to enter the field are simply stopped by the time field from entering.
Tiara's Vision Spell (by Jeff Neeser) Divination Level: Soc/Wiz 2 Components: V,S Casting Time: 1 action Range: Touch Effect: Special Duration: 10 min/ lvl Saving Throw: None Spell Resistance: No This spell can be cast on any creature with intelligence 8 or higher which can see (that is it is not blind.) The creature can see in terms of infra vision, infrared vision, and x-ray vision. Only one type of sight can be used at a time.
Tiara's Cyclonic Attack (by Jeff Neeser) Conjuration (Summoning) Level: Soc/Wiz 7 Components: V,S Casting Time: 7 Range: Special Area: Special Duration: 1 minute + 1 minute/level Saving Throw: Half Spell Resistance: No Once this spell is cast a miniature cyclone shoots from the caster's hand to the target chosen by the caster. The cyclone being a straight funnel of spinning wind, completely encompasses the target and spins it wildly. If an enemy (a living creature) is encompassed by the sphere, then the enemy cannot attack or resist in any way because of his extreme disorientation. Once the sphere encompasses the target, the funnel does not break from the caster's hand, so the caster can lift the target off the ground, slam an enemy against walls, and adjust the length of the funnel. If the spell is cast on a creature and something gets within the path of the funnel, the funnel will be broken and encompass whatever wanders into its way. The sphere (cyclone) is as powerful as a cyclone. The volume which can be encompassed is 10 feet cubed + 1 foot cubed/level of the caster. If the target is smaller than the initial encompassment, then the sphere will only grow to capture the intended target. If the target is greater than the sphere's volume, then the cyclone would tear off a piece of the target as large as the sphere itself, causing damage when limbs are torn off of creatures (half-damage is the saving throw is successful). The spell lasts for 1 minute + 1 minute/level to a maximum of 20 rounds, or the caster can will the spell to be dispelled or, of course, a Dispell Magic spell. The funnel length shoots up to 100 feet + 10 feet/level of the caster to a maximum of 200 feet.
[glow=red,2,300]*REVISED*[/glow]
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The Beast of Caerbannog
Mature loser
TIM: That's the most foul, cruel, and bad-tempered rodent you ever set eyes on!
Posts: 132
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Post by The Beast of Caerbannog on Sept 1, 2004 18:03:07 GMT -5
Well the Tiara's Spells are certainly interesting, though I think they'd need adjustment. For exemple, the Tiara's Time Blast should have its range adjusted to either Close (25 + 5/2 caster lvl) or (methinks better) Medium (100 + 10/lvl). Spells have a "static" range incrementation.
Also, Tiara's Force Blast should say targets within 25 feet of each other (I think it's 25 feet that most spells say... though I'm not sure; just check magic missile). It likewise seems a little stronger they Burning Ray and Melf's Acid Arrow, but I'd have to check. I'd most probably call it a "strong" 2nd lvl spell. The vision spell is definetly too long. It lasts longer then the Darkvision spell, is of same level and provides a more varied possibility of bonuses (infravision is darkvision in 3E and 3.5). It should either be really reduced in duration or be set 4th level.
I have a very large pack of spells I made a long time ago. If ever I should find it, I might post everything here. Also, I think it would be cool if we developped an Official Homerule Spellbook which would be acceptable in all of our campaigns. I'd be willing to do it if everyone agrees and we discuss the spells in this tread. What say you?
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The Beast of Caerbannog
Mature loser
TIM: That's the most foul, cruel, and bad-tempered rodent you ever set eyes on!
Posts: 132
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Post by The Beast of Caerbannog on Sept 1, 2004 18:06:23 GMT -5
and thinking about it, if we ever go forth with such an idea, it would do well to move this tread to the Technical section of the DnD boards.
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Post by Flax on Sept 1, 2004 20:44:12 GMT -5
Great idea, although everything in this "book" should be new and useful (What I mean is I'm tired of the same old damage spells with a new twist, let's see some creative stuff here) ![:D](//storage.proboards.com/forum/images/smiley/grin.png) . Sign me up!
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The Beast of Caerbannog
Mature loser
TIM: That's the most foul, cruel, and bad-tempered rodent you ever set eyes on!
Posts: 132
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Post by The Beast of Caerbannog on Sept 1, 2004 20:56:37 GMT -5
there is also tons of auld 2nd edition spells that can be put in 3.5 format
i nearly have all of the 2nd edition FR books in PDF and some have cool stuff including cool spells that never made it to 3E (lack of space etc)
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The Beast of Caerbannog
Mature loser
TIM: That's the most foul, cruel, and bad-tempered rodent you ever set eyes on!
Posts: 132
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Post by The Beast of Caerbannog on Jun 1, 2005 21:19:40 GMT -5
The Beast of Caerbannog's Ultimate END FORUM Spell Necromancy / Evocation Level: Sor/Wiz 10 Components: S (imagine a hand with all fingers folded into a fist, save the middle finger) Casting Time: Free action Range: Varies on location of moderators/members Target: Mostly social Duration: Forever and a day
This spell quite frankly ends a forum amidst blood, gore and electrostatic buzzing.
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The Beast of Caerbannog
Mature loser
TIM: That's the most foul, cruel, and bad-tempered rodent you ever set eyes on!
Posts: 132
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Post by The Beast of Caerbannog on Jun 2, 2005 0:13:35 GMT -5
Caerbannog's Edict Abjuration Level: Sor/Wiz 10 Components: S (imagine a fist connecting brutally with the top of the target's head) Casting Time: Free action Range: *very* close Target: Fælkðn Duration: Instantaneous/Forever and a day (see text)
Immediately terminates any attempt by the target to create spells in a most ridiculous display of selfish arrogance on the part of the caster. Prevents the target from ever attempting to create more spell through shame and a sense of profound rejection. Target however gains +5 on his attack rolls versus the caster if he can muster the will to attack him.
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The Beast of Caerbannog
Mature loser
TIM: That's the most foul, cruel, and bad-tempered rodent you ever set eyes on!
Posts: 132
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Post by The Beast of Caerbannog on Jun 2, 2005 0:18:05 GMT -5
Ok, on a more serious note, off the top of my head, I'd say the first spell seems excellent. Could check the books to see the balance but all seems good. I might even want to change to:
Reflex partial - On a successfull reflex save, creatures caught in the ondulations get -1 during the next round on attack rolls and skill checks due to disorientation (not all skills... the relevant ones... I don't want to think or look).
But well, that's just me. The spell seems nice. Could be added to Sor/Wiz at same level, and a replacement for lvl 2 Earth Domain Clr spell.
On the other hand, the second spell sucks. Go read your wall spells before spewing forth such things!
The Beast of Caerbannog starts casting Caerbannog's Edict...
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