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NemoUtopia
2007-03-12, 11:55 PM
Hey, just thought I'd start a thread here for comments and suggestions on my homebrew spells. My database of them was lost, so I have about 20 or so that I only half remember and will be posting somewhat fragmented here for review and restructuring. For now, however, here's two I came up with and have managed to fully reconstruct on my own:

Rocky Restraints of A'kelessa
Conjuration (Summoning) [Earth]
Level: Clr 5, Sor/Wiz 5
Components: V,S,F/DF
Casting time: 1 standard action or 1 full round action (see below)
Range: Close (25ft. + 5ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: No

As you hold forth iron lock and utter the word of power, bands of rock appear and wrap to bind the target. After that split second of mystic manipulation, the stone is solid and binding, with no trace of the energies that created it.

-You summon think bonds of stone, creating a rocky prison to restrain a single target. If the target succeeds at its saving throw, it is only entangled and can take a full round action to escape (no check required). A target that fails its save has all of its limbs bound by the prison, and while it can breathe, it cannot speak. A target so bound can take purely mental actions, but cannot fly or swim and will fall (or drown). Because the binding rock is not magical, it is subject to any effects that use normal earth to function, so a creature capable of supernaturally or magically moving through earth like a Xorn need only take a move action to cause the bonds to fall off.
-A successful Strength check with a DC equal to 20 + 2 per inch of thickness will break the bonds and allow the target to escape. A creature can also attempt an Escape Artist Check to escape, with a DC equal to the spell's DC + 2 per inch of thickness of the bonds.
-The bonds can be attacked by other creatures, and take damage from environmental effects or area spells that include them in the area. The bonds are 1 inch thick per four caster levels. The AC of the bonds is equal to 15, and have hardness 8 with 15 hit points per inch of thinckness. Attacks targeting the bonds or the target suffer all penalties as if targeting a creature pinned in a grapple, and may damage the other.
-Choosing to take a full round action to cast the spell confers benefits to a caster with ranks in Craft (stonework). If the caster chooses to take a full round action to cast and succeeds at a Craft check, the bonds, regardless of the caster's check result, replace the DC to burst the restraints with the result of his check + 5 and the DC to escape using the Escape Artist skill with the result of his check + 10. The caster can never take 10 or 20 on this check.
Arcane Focus: A small iron lock.

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Falselit Cage of A'eldrad
Illusion (Glamer)
Level: Sor/Wiz 5
Components: V,S,M
Casting time: 1 standard action
Range: Close (25ft. + 5ft./2 levels)
Area: Barred cage (20ft. cube) or Windowless cell (10ft. cube)
Duration: 1 hour / level
Saving Throw: Will (Disbelief)
Spell Resistance: No

You summon energy from the plane of shadow to craft an illusory forcecage. Creatures within the area are caught and contained unless they are too big to fit inside, in which case the spell automatically fails.
-Barred Cage: This version of the spell produces a 20-foot cube made of bands of shadow that mimic wall of force for bars. The bands are a half-inch wide, with half-inch gaps between them. Any creature capable of passing through such a small space can escape; others are confined. You can’t attack a creature in a barred cage with a weapon unless the weapon can fit between the gaps. Even against such weapons (including arrows and similar ranged attacks), a creature in the barred cage has cover. All spells and breath weapons can pass through the gaps in the bars.
-Windowless Cell: This version of the spell produces a 10-foot cube with no way in and no way out. Solid walls of shadow form its six sides.
-This spell duplicates the effect, and any creature that interacts with the cage believes it to in all ways be a forcecage unless it succeeds in disbelieving the shadow magic. Creatures that believe the cage is real are subject to all the restrictions of forcecage, and fail all attempts at travel on the Ethereal Plane as if they had failed casting the spell successfully. Any attempt to use dispel magic on the falselit cage of A'eldrad by a creature that believes the cage to be real fails in a similar fashion. Attacks made on the walls or bars by a creature that believes the cage to be real fail, as the creature subconsciously believe it to rebound.
-Any creature that succeeds at disbelieving the cage can escape by any form of travel. Any creature witnessing such an escape can make another save to disbelieve with a +4 bonus. (Failing this second save causes them to rationalize the escape by use of greater magic, divine favor, or any other "reasonable" avenue).
Material Component: Garnet dust worth 15gp, which is tossed into the air and disappears as the spell is cast.

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Shadow Cage of A'eldrad
Illusion (Shadow)
Level: Sor/Wiz 6
Components: V,S,M
Casting time: 1 standard action
Range: Close (25ft. + 5ft./2 levels)
Area: Barred cage (20ft. cube) or Windowless cell (10ft. cube)
Duration: 2 hours / level
Saving Throw: Will (Disbelief)
Spell Resistance: No

You summon energy from the plane of shadow to craft an illusory forcecage. Creatures within the area are caught and contained unless they are too big to fit inside, in which case the spell automatically fails.
-Barred Cage: This version of the spell produces a 20-foot cube made of bands of shadow that mimic wall of force for bars. The bands are a half-inch wide, with half-inch gaps between them. Any creature capable of passing through such a small space can escape; others are confined. You can’t attack a creature in a barred cage with a weapon unless the weapon can fit between the gaps. Even against such weapons (including arrows and similar ranged attacks), a creature in the barred cage has cover. All spells and breath weapons can pass through the gaps in the bars.
-Windowless Cell: This version of the spell produces a 10-foot cube with no way in and no way out. Solid walls of shadow form its six sides.
-This spell duplicates the effect, and any creature that interacts with the cage believes it to in all ways be a forcecage unless it succeeds in disbelieving the shadow magic. Creatures that believe the cage is real are subject to all the restrictions of forcecage, and fail all attempts at travel on the Ethereal Plane as if they had failed casting the spell successfully. Any attempt to use dispel magic on the shadow cage of A'eldrad by a creature that believes the cage to be real fails in a similar fashion. Attacks made on the walls or bars by a creature that believes the cage to be real fail, as the creature subconsciously believe it to rebound.
-Any creature that succeeds at disbelieving the cage can escape by Ethereal travel, or any method that would allow them to escape from their current position but would be barred by a true forceage (for example, burrowing or earthglide while on solid earth, or Shadow travel due to the shadow planar nature of the bars). Any creature witnessing such an escape can make another save to disbelieve with a +4 bonus. (Failing this second save causes them to rationalize the escape by use of greater magic, divine favor, or any other "reasonable" avenue). Only one such save is allowed per unique type of escape or damaging the bars/walls.
-The shadow material is similar to but inferior to iron. It has hardness 6, and bars have 9 hit points while a section of wall has 18 hit points. Bars can be burst by a Strength check DC 17, walls by a Strength check DC 18.
Material Component: Ruby dust worth 500gp, which is tossed into the air and disappears as the spell is cast.

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Let me know of anything you can suggest, whether it's about balance, level, something that got left out, streamlining and improving rules text, or just comments on concept and utility!

NemoUtopia
2007-03-18, 05:42 PM
Two more I've had some time with, let me know what you think and any changes you'd implement. Also, please comment on a suggested level for the Riposte of S'arat, I'm having trouble getting it assigned properly (and possible changes to bring it neatly in line with a level):

Riposte of S'arat
Abjuration [Force]
Level: Sor/Wiz 4
Components: V, S, F
Casting Time: 1 standard action
Range: Personal and Close (25ft. + 5ft./level)
Targets: You and creature or object attacking you (see text)
Duration: 1 min. / level
Saving Throw: No
Spell Resistance: No

Your words and traced sigils imbue the small statue with power, the power to strike back at those who would harm you...

-After this spell is cast and as long as the caster is in contact with the focus (see below), the caster is under a retributive ward. Anytime the caster is successfully attacked, be it physical, the effect of a power, or the effect of a spell (including spell-like, supernatural, and extraordinary abilities), one small arrows of force per three caster levels are fired from the caster's space (requiring no action by the caster) at the originating creature. The attack must specifically target the caster (area effects do not trigger the ward, but multiple target spells or abilities that target the caster do). This arrow strike unerringly and do 1d4+1 damage each, but effects that stop magic missile prevent these arrow from striking. A brooch of shielding treats each arrow as a single magic missile. Only one response is fired per target per round, and the caster must be aware of the attacker. The ward dissipates once it has been set off one time per caster level.
-Focus: A small metal statue of an archer with bow drawn and notched with two arrows, which must be worth at least 1gp and touching you or your clothing for the duration. This means it can be stored in a belt or cloak pouch, used as a piece of jewelry, or hung on a belt, but further removal such as being in a backpack is too far away. If contact is lost, the spell does not end, but is suppressed until you regain contact with the statue.

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Riposte of S'arat, Greater
Abjuration [Force]
Level: Sor/Wiz 6
Duration:10 minutes / level

As riposte of S'arart, except as noted above. In addition, the focus statue must be worth at least 10gp.

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Binding of U'athtur
Evocation [Force]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft. + 10ft. / level)
Target: One creature or construct
Duration: 1 round / level
Saving Throw: Reflex negates
Spell Resistance: Yes

The word of power causes the vial of ether in your hand to bring a specialized (and imperfect) wall of force into being...one that binds your target firmly and surely in place.

-The Wizard U'athtur had one too many run ins with creatures that escaped his clutches through the Ethereal Plane, and created this spell to improve his ability to deal with such annoyances.
-If the target creature or construct fails its reflex save, its limbs and jaw are bound by a minor, shaped wall of force until the duration ends. The creature can breathe and take purely mental actions, but other actions are prevented by the shaped force. The target does not (and cannot) move (or be moved) from its position through the material or Ethereal planes, although astral travel (teleportation) effects can free the target. The Binding is treated in all ways as if they were a single, solid wall of force, except that the Bindings are not immune to dispel magic, and the bound creature can attempt to escape with a full round action each round, choosing to either make a DC 20 + caster's casting stat bonus Strength check, or an Escape Artist check DC (caster level + caster's casting stat bonus + 5). A bound target does not have line of effect to or from any other creature due to the bindings.
-Binding of U'athtur can be made permanent by the permanency spell.
-Material Component: A vial of ether.

NemoUtopia
2007-03-19, 10:43 PM
For now, I feel these spells are well benchmarked and impose enough limitation for their additional benefit over some of the Polymorph spells, such as those in Spell Compendium.

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Elemental Becoming, Least
Transmutation (Polymorph) [Air, Earth, Fire, Water]
Level: Sor/Wiz 3, Clr 3, Drd 2
Components: V, S, M
Casting Time: 1 standard action or 1 full round action (see below)
Range: Personal
Target: You and target willing elemental (see below)
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

As you hold high the focus gem to elemental, your bodie twist and swirl, as raw elemental energy suffuses you from the conduit you have created. In the blink of an eye, an elemental body that resembles you has replaced your own natural form and the elemental is gone. You feel the glorious rush of elemental communion with the primal forces of creation swelling from the focus gem now visibly prominent, embedded in your 'forehead'...

-Least elemental becoming utilizes pure elemental energy from the Elemental Planes and joins it with the caster. Least elemental becoming is of the same type as the type of the elemental chosen during casting. This fusion of caster and a small elemental of a type the caster chooses during casting is limited to targeting an elemental that can be summoned by summon monster III and summon nature's ally II. There are two options for casting least elemental becoming. The first is to cast it as a standard action, targeting an existing elemental. It that elemental was summoned or would otherwise be dismissed from its current plane of existence by another effect before the duration of least elemental becoming, the elemental remains for half of the remaining duration of least elemental becoming, rounded down. This does not apply to an external effect that banishes the elemental, such an effect ends least elemental becoming (see below). If the duration of least elemental becoming ends before the summoning of the target elemental, the target elemental is dismissed when least elemental becoming ends.
-The second casting option allows the caster to take a full round action to simultaneously cast this spell and a summon monster or summon nature's ally spell that brings a targetable elemental into being. The caster merges with the chosen elemental as per this spell, and any additional elementals that are summoned by the summon monster or summon nature's ally spell do not act until the caster's turn the following round.
-The subject assumes the size, type and subtype, physical ability scores (Strength, Dexterity, and Constitution), movement types, attacks, special attacks, extraordinary qualities [natural armor included], and supernatural qualities of the chosen form, as well as any feats that elemental posseses [the elemental always posses the feats presented in its statistics block, without variation or uniqueness, even if the targeted elemental is unique]. The subject retains its own mental ability scores (Intelligence, Wisdom, and Charisma), Hit Die, hit points, base attack bonus, base saving throws, skills, and feats. Duplicated feats do not stack. Any and all carried and worn objects, clothing, and possessions are subsumed in this transformation and cease functioning for the duration, unless they are magically able to continue functioning during a wild shape (or similar transformation).
While in elemental form, the subject can only speak in the elemental tounge of the form it has assumed (Auran for air, Terran for earth, Ignan for fire, or Aquan for water), even though it understands all languages it speaks normally, and can telepathically communicate in those languages if a telepathic bond is present. Casting spells that have verbal components is only possible if the subject speaks the language of the elemental it transformed into, as it's elemental form is capable of no other speech. A spell with material components or a focus still requires such to be present, which could prove difficult due to the subject’s new form.
-As an outsider, the subject can be turned or rebuked by a cleric with the appropriate elemental domain as if the subject were an elemental of its own HD, maximum 3 HD. A check that would cause the subject to be commanded or destroyed dismisses elemental becoming, least immediately and dazes the subject for one round. Any effect that would banish an outsider to its home plane or end a summoning also immediately dismisses elemental becoming, least if it is capable of repulsing an outsider of the subject’s HD, maximum 3 HD, and dazes the subject for one round. Any effect that would suppress summoning or elemental becoming, least suppresses it normally, counting against the duration.
Material Component: A small gem with a carved runic symbol for the proper element worth at least 10 gp of a type appropriate to the elemental force conjured: diamond or amethyst for air, emerald or garnet for earth, ruby or cat’s eye for fire, or sapphire or a pearl for water.

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Elemental Becoming, Lesser
Transmutation (Polymorph) [Air, Earth, Fire, Water]
Level: Sor/Wiz 5, Clr 5, Drd 4

As elemental becoming, least, except as noted above. Additionally, the caster can choose as a target any elemental that can be summoned by summon monster V and summon nature's ally IV. Also, the subject's effective HD for the purpose of turning, rebuking, banishing, and repulsing is equal to the subject's HD but caps at 7.
Material Component: A small gem with a carved runic symbol for the proper element worth at least 25 gp of a type appropriate to the elemental force conjured: diamond or amethyst for air, emerald or garnet for earth, ruby or cat’s eye for fire, or sapphire or a pearl for water.


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Elemental Becoming, Moderate
Transmutation (Polymorph) [Air, Earth, Fire, Water]
Level: Sor/Wiz 6, Clr 6, Drd 5

As elemental becoming, least, except as noted above. Additionally, the caster can choose as a target any elemental that can be summoned by summon monster VI and summon nature's ally V. Also, the subject's effective HD for the purpose of turning, rebuking, banishing, and repulsing is equal to the subject's HD but caps at 15.
Material Component: A small gem with a carved runic symbol for the proper element worth at least 50 gp of a type appropriate to the elemental force conjured: diamond or amethyst for air, emerald or garnet for earth, ruby or cat’s eye for fire, or sapphire or a pearl for water.

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Elemental Becoming
Transmutation (Polymorph) [Air, Earth, Fire, Water]
Level: Sor/Wiz 7, Clr 7, Drd 6

As elemental becoming, least, except as noted above. Additionally, the caster can choose as a target any elemental that can be summoned by summon monster VII and summon nature's ally VI. Also, the subject's effective HD for the purpose of turning, rebuking, banishing, and repulsing is equal to the subject's HD but caps at 20.
Material Component: A small gem with a carved runic symbol for the proper element worth at least 100 gp of a type appropriate to the elemental force conjured: diamond or amethyst for air, emerald or garnet for earth, ruby or cat’s eye for fire, or sapphire or a pearl for water.

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Elemental Becoming, Greater
Transmutation (Polymorph) [Air, Earth, Fire, Water]
Level: Sor/Wiz 8, Clr 8, Drd 7

As elemental becoming, least, except as noted above. Additionally, the caster can choose as a target any elemental that can be summoned by summon monster VIII and summon nature's ally VII. Also, the subject's effective HD for the purpose of turning, rebuking, banishing, and repulsing is equal to the subject's HD but caps at 23.
Material Component: A small gem with a carved runic symbol for the proper element worth at least 250 gp of a type appropriate to the elemental force conjured: diamond or amethyst for air, emerald or garnet for earth, ruby or cat’s eye for fire, or sapphire or a pearl for water.


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Elemental Becoming, Superior
Transmutation (Polymorph) [Air, Earth, Fire, Water]
Level: Sor/Wiz 9, Clr 9, Drd 9

As elemental becoming, least, except as noted above. Additionally, the caster can choose as a target any elemental that can be summoned by summon monster IX and summon nature's ally IX. Also, the subject's effective HD for the purpose of turning, rebuking, banishing, and repulsing is equal to the subject's HD but caps at X (find benchmark HD for Monlith or other Gargantuan Elemental).
Material Component: A small gem with a carved runic symbol for the proper element worth at least 500 gp of a type appropriate to the elemental force conjured: diamond or amethyst for air, emerald or garnet for earth, ruby or cat’s eye for fire, or sapphire or a pearl for water.

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Monolithic Conjuration
Conjuration (Summoning) [Air, Earth, Fire, Water]
Spellcraft DC: 39
Components: V, S
Casting Time: 1 minute
Range: 75 ft.
Effect: One summoned elemental
Duration: 40 rounds
To Develop: 351,000gp, 8 days, 14,040XP. Seed: summon (DC 14). Factors: CR 17 (+30 DC), x2 duration (+2 DC). Mitigating Factor: Caster gives up one spell per day of each level 1st, 2nd, and 3rd (ad hoc -7).

This spell summons an elemental monolith (CA pg. 156) to do your bidding for the duration. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures an Air Monolith, Earth Monolith, Fire Monolith, or Water Monolith, as you designate during casting (this choice must be made at the start of casting and cannot be changed once made). You can change this choice each separate casting. A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.
When you use a summoning spell to summon an air, earth, fire, or water creature, it is a spell of that type.
During the casting of monolithic conjuration, you must lose a 1st level, 2nd level, and 3rd level prepared spell of your choice or spell slot from your daily casting to fuel the pull from the Elemental Planes. If you are interrupted during casting and fail (losing this spell), you lose these sacrificed prepared spells or spell slots as well.

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Primal Conjuration
Conjuration (Summoning) [Air, Earth, Fire, Water]
Spellcraft DC: 43
Components: V, S
Casting Time: 1 minute
Range: 75 ft.
Effect: One summoned elemental
Duration: 40 rounds
To Develop: 387,000gp, 8 days, 15,480XP. Seed: summon (DC 14). Factors: CR 35 (+66 DC), x2 duration (+2 DC). Mitigating Factor: Caster gives up one spell per day of each level 7th, 8th, and 9th (ad hoc -39).

This spell summons a primal elemental (ELH pg. 186) to do your bidding for the duration. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures an Primal Air Elemental, Primal Earth Elemental, Primal Fire Elemental, or Primal Water Elemental, as you designate during casting (this choice must be made at the start of casting and cannot be changed once made). You can change this choice each separate casting. A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.
When you use a summoning spell to summon an air, earth, fire, or water creature, it is a spell of that type.
During the casting of primal conjuration, you must lose a 7th level, 8th level, and 9th level prepared spell of your choice or spell slot from your daily casting to fuel the pull from the Elemental Planes. If you are interrupted during casting and fail (losing this spell), you lose these sacrificed prepared spells or spell slots as well.

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For the two epic spells, I developed the ad hoc spell sacking the following way (this is the manner I've set up for any one caster giving up other spell slots to fuel their OWN epic spell). The lowest level spell the caster gives up is treated exactly as if ritual casting was used, and each spell beyond the first provides the ritual bonus, modified based on casting tier. 1st level spell slots given up always provide a -1 mitigation, however higher level spells that are not the first and lowest spell given up provide a mitigating factor equal to their normal ritual mitigation, penalized by 1 if a 2nd or 3rd level spell (1st tier), by 2 if a 4th, 5th, or 6th level spell (2nd tier), or by 3 if a 7th, 8th, or 9th level spell (3rd tier), and epic is as ritual (you're giving up an epic slot, man! no penalty because it's based on hard ranks and not ability bonus). Put into a simple table form, the ad hoc for giving up spells prepared or spell slots beyond the first and lowest level spell used is:
{table=head]Level|Mitigation Factor

1st|
-1

2nd|
-2

3rd|
-4

4th|
-5

5th|
-7

6th|
-9

7th|
-10

8th|
-12

9th|
-14

Epic|
-19[/table]

From a flavor stanpoint, these spells were developed by A'kessa, the elven wizard with a fondness for the classical elements during her adventuring career.

Again, please feel free to comment on anything and everything!

Glooble Glistencrist
2007-03-20, 07:08 PM
These look pretty good. I'll be more specific when I have my books with me again to compare to similar spells.
I'd probably set the level of Riposte at five - it's kind of similar to electric vengeance or Greater Electric Vengeance but it does less damage more frequently. Also it's force damage and doesn't allow energy resistances and it can hit ranged attackers as well as melee. So five seems about right. I'd also set a maximum limit to the number of arrows that can be fired before it dissipates - probably 15 if you go with making the spell fifth level.

NemoUtopia
2007-03-28, 11:25 PM
Cleaned up some mechanics and rules text, and added the epic summonings (and my own ad hoc logic)! Check them out, folks, and PEACH!

Innis Cabal
2007-03-28, 11:28 PM
sweet, mind if i take some for the sorcerer i am currently playing?

NemoUtopia
2007-03-29, 12:20 AM
I'd be honored! These spells are all definitely intended for use in home campaigns, just say you got them from NemoUtopia and be sure to check them by your DM (if you're the DM, well, I guess you've got your own approval) :biggrin: :thog:

:thog: "Thog am happy little man like Thog's stuff! Thog share with little man!" :smallbiggrin:

As a side note, telling someone you got them from Nemo Utopia translates to telling them you got them from "no-man (at) nowhere" [the name is a double literary pun], so it's double fun :smallbiggrin:

AmberVael
2007-03-29, 12:45 AM
"Agggggghhh!"
"What is it, Polyphemus? Someone poke out your eye?"
"NO-MAN stabbed out my eye!"
"Well then shut up!"

... had to be done.

Anyways...
I LOVE the illusory forcecage. Very neat.

As for the Riposte... I like the idea, but-
Psionics, methinks, has one-upped you. (http://www.d20srd.org/srd/psionic/powers/energyRetort.htm)
Might want to edit it a bit.

Icewalker
2007-03-29, 01:02 AM
EXCELLENT.

These are some of the best new spells I've seen in quite a while. Great stuff. I was wondering if you would reach the monoliths reading through the elemental becoming spells. Very, very cool. By the way, you should add a Wu-Jen level for the elemental becoming, the monolith summoning, primal summoning, and stone binding.

You have convinced me to make a Wu-Jen villain just so he can use elemental becoming and be awesome. Excellent work, keep posting more if you can figure em out.

I really like Binding of U'athtur, as the holding limbs and mouth in place stops almost any spell they would use to escape by binding their verbal and somatic components. Excellent work.

Umarth
2007-03-29, 07:51 AM
Binding of U'athtur
Evocation [Force]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft. + 10ft. / level)
Target: One creature or construct
Duration: 1 round / level
Saving Throw: Reflex negates
Spell Resistance: Yes

The word of power causes the vial of ether in your hand to bring a specialized (and imperfect) wall of force into being...one that binds your target firmly and surely in place.

-The Wizard U'athtur had one too many run ins with creatures that escaped his clutches through the Ethereal Plane, and created this spell to improve his ability to deal with such annoyances.
-If the target creature or construct fails its reflex save, its limbs and jaw are bound by a minor, shaped wall of force until the duration ends. The creature can breathe and take purely mental actions, but other actions are prevented by the shaped force. The target does not (and cannot) move (or be moved) from its position through the material or Ethereal planes, although astral travel (teleportation) effects can free the target. The Binding is treated in all ways as if they were a single, solid wall of force, except that the Bindings are not immune to dispel magic.
-Binding of U'athtur can be made permanent by the permanency spell.
-Material Component: A vial of ether.


This seems like it's to low level to me. It's basically a hold monster with different flavor text and the ability to stop ethereal travel and keep anyone else from moving the creature.

I'm assuming this spell renders the target helpless since it's basically tied up with ropes of force.

Since Hold Monster is a 5th level Sor/Wiz spell and allows a save every round (while this doesn't) I'd peg this at something around level 7.


What might be an interesting version of the spell would be having it 15 foot long chains of force anchoring the creature to a specific square while also affecting the target with a Dimensional Anchor.

NemoUtopia
2007-03-29, 06:10 PM
I'll definitely look at re-working riposte and the force bonds based on the advised benchmarking, thanks for the tips! The things (mainly advantages) about the Riposte as it is and the Psionic one are as follows, however:
-Riposte has no range limit (I'm going to take a look at that, that was unintentional) [fixed]
-Riposte has no save or SR [as magic missile]
-Riposte is force damage, which is not typically resisted
-You don't have to be able to identify the target
I toned it down from it's original by fixing the range and having effects that stop magic missiles stop the retort. Also, since the retort fires at EACH target and not just the first, it is modular based on enemies that can hurt you. Still, I may change it to fire two 1d4+1 arrows per successful attack...input desired!

Still, Riposte does need a bit more tweaking based on that, so I'll get hopping!

Also, if your DM allows, I'd probably put the Wu Jen levels at the Sor/Wiz levels...the Spell Compendium ignores non-core casting lists, and I don't have a source handy to really benchmark their elemental levels. Since Wu Jen are arcane, I think the Sor/Wiz equivalent level would be best, but if you have CA/CM handy (I always borrow them from a friend), you could see if the Cleric or Druid levels for certain ones may be appropriate (Wu Jen ARE elementally focused, after all). The epic ones just have a Spellcraft DC, so as long as your Epic Wu Jen takes Epic Spellcasting and devotes the resources, Monolithic and Primal Conjuration (or a minor variation thereof) should be readily available at 21st level.

I also haven't gotten around to finishing Monolithic and Primal Becoming for a few reasons. First, to make them 9th level spells would require far more restrictions than they currently have, cutting into material components, XP costs, and likely ability damage. This put them in the realm of epic spells. The problem with using the epic seed transform as it stands currently is that you are limited by your own HD...meaning you couldn't use it to take on those forms until you could just use shapechange to do it anyway. I've been brainstorming ways to use both the transform and summon seeds together in the same spell (along with giving up spells prepared / spell slots and other mitigating factors) to make Monolithic Becoming accessible to a 21st level caster (one who just got Epic Spellcasting), and trying to make Primal Becoming available by 30th and preferably earlier with extra mitigation. For now, there's just a lot of considerations that have to be ad hoc factors and mitigating factors, so I'll post a proto-form of both at a later date and take input to finalize them.

NemoUtopia
2007-04-01, 01:40 PM
Alright, a couple new things! First, I've modified Riposte, Bindings, and Restraints. That said, I'm not sure if Bindings should be 6th level or not...input? Added mass versions of proper becomings...thoughts on if they are balanced?

Also, I really like the lower level chains of force idea, and a spell is in the works to keep a creature from moving outside of a 10 ft. cube except through Astral travel with certain restrictions to the force bonds. And I'm still working on those epic becomings...I'd really like to get them out, and I've found some inspiration on how to ad hoc them based on spells from WotC like Lord of Nightmares.

Let me know if anything I've gotten down could use improvement, and any thoughts on how to work those in the works!

NemoUtopia
2007-04-03, 01:25 PM
Status update for fans and other magicky folk who are good at the number game.

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Desired Input:

-Riposte: balanced? More or less damage?
-Are the Craft benefits to the rocky restraints too much?
-Are the mass becomings good at their current benchmark, or should they only be 3 levels higher than their base?

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Progress so far:

-Monolithic and Primal Becoming should be in presentable and revisable epic form by the end of the week (Saturday)!
-Chains of U'athtur coming by Saturday.
-Another set/cycle of classic elemental spells coming: weapons. These will be benchmarked on spells like flame dagger, flame blade, ice axe, and are similar to thunderlance, and will be in the 4th-5th level range. Sometimes I still wonder if the guy who came up with Thunderlance created a force version of my original concepts )_)...(_(...nah, that's just conpiracy theory thinking.
-Anoter set/sequence of classic elemental spells coming: vestments and raiment. These are combination effect spells that I'm re-tooling to 3.5 standards. Each one has slow scaling resist energy, a minor (+2) stat boost, and an effect based on the element. Planned as 5th level for vestments. Raimants are still little more thought out than "superior vestments", planned at 8th level. All vestments/raiments designed to be non-stacking (i.e. casting one automatically dimisses any that are already in effect on your person).
-Tooling up old utility spells to benchmark properly. Expect to see combination elemental effects, knockback and knockdown spells, and some good old force effects within the month.
-Totally reworking old illusion concepts. These were never completed before I lost my old material, but need reworking from the ground up anyway.
-Sometime I'm going to make a twin reference thread that will reserve posting for easy filtering of my stuff. This will be a do-not-post thread with this one here remaining the comment/tweak/suggestion thread. The reference thread will be have a listing by class level ala the Spells chapter of WotC publications and be alphabetical, and then will have subset listings by theme.

Eighth_Seraph
2007-04-03, 01:39 PM
For Riposte, you can either lower the level or raise the damage significantly. 1d4+1 damage is not a whole lot when you have level 4 spells. This actually amounts to a level 1 spell IMO, especially with that short a duration. This is essentially two magic missiles as a prepared counterattack, so maybe give each 'arrow' similar damage? 1d4 damage/2 levels sounds good to me, maxing out at 5d4 per arrow; and make it a second level spell, or maybe even first.

NemoUtopia
2007-04-09, 05:35 PM
Alright, thanks to internal playtesting, suggestions from friends outside these forums, and you all, I've tweaked some of the spells and completely overhauled the Elemental Becoming series. Why? First, the tweaks should balance the spells properly. Spell by spell:

-Rocky Restraints: Now uses a better Craft skill, only gain the one benefit (DC replacement), no longer entangle on a failed save, and benchmark properly to wall of stone for statistics. This creates a spell that is far more balanced by RAW and has a minor benefit for theme players.

-Shadowcage (now Falselit and Shadow cages): Great original theory, it now balances better based on the principles of Illusion and Shadow magics. The cost (and shadow statistics) of the true shadowcage has been retooled to be a 3/5th real shadow spell. Occupies a slot lower than a true forcecage by nature of its specificity (as opposed to Shadow Conjuration or Shadow Evocation, which are broad and school wide) and weakness (as opposed to simply a true-shadow double). Glamer version keeping with theme but appropriately weaker.

-Riposte of S'arat: Incorporates magic missile rules fully, firing volleys (instead of stronger missiles) upon "activation." Clarification of activation restrictions, included limit by caster level (one volley of one missile per three caster levels per caster level).

-Binding of U'athtur: Corrected oversight. Spell was effective instakill as written, properly blocks line of effect as intended (target is trapped, but cannot be coup de graced, for example).

-Elemental Becoming: Playtesting shows that the original sequence was undeniably cool...and undeniably overpowered. The caster gained benefits far above and beyond protective or transformative magic otherwise available, while also gaining attack modes, movement, etc. far beyond normal ken for the price of merged equipment and a focus that's not REALLY all that costly compared to level. In its new incarnation, it can utilize a summoning to function (2 spells, 1 round) or use an existing summoned (or simply there but willing) elemental [with rules text to avoid confusion], and gives the caster full benefit of that elemental form. The focus was changed to a material component to further balance the spell. It is still just as cool, without the "ZOMGWTFBBQ just happened for a WHAT level spell and he didn't even use up that gem?" aspect.


I haven't had the chance to load up other new gems yet, but they will be up by midnight tonight! To be posted soon:
Ea Yari [Spear of Air / Air Spear] {concept: spear of air}
Daichi Tsuchi [Hammer of Earth / Earth Hammer] {concept: maul of earth}
Faia Ken [Sword of Fire / Fire Sword] {concept: scimitar of fire}
Mizu Bou [Staff of Water / Water Staff] {concept: quarterstaff of water}
Chains of U'athtur

Also, I'm not exactly an expert on Japanese (don't let the avatar fool you!). If there's someone who can reliably get me words (or a compound word, or order of words) in Japanese that more properly represents the elemental weapon concepts I want, please let me know! Similarly, links to proper kanji for such is muchly appreciated.

The change to Elemental Becoming means I have to rework and reword the Monolithic and Primal versions as well, so they'll be up when I can! Vestments are close to completion.

NemoUtopia
2007-04-09, 11:02 PM
As promised, here are the spells in their current form: the elemental weapons, and the chains.

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Ea Yari
Evocation [Air]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: 0 ft.
Effect: A spear of elemental air
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes

-When you cast this spell, you evoke a deadly spear of elemental air. The spear freely expands and contracts enough to allow the caster to wield it against foes in adjacent squares and up to five feet away (reach 10ft.). The spear makes mighty strikes in melee.
-You can wield the ea yari in one or two hands, dealing 3d6 points of damage (crit 20/x3). Instead of using your Strength modifier, you use the higher of your Intelligence or Charisma modifiers as a bonus to attack and damage rolls. Half of this damage is physical (rounded up) and the other half is electricity (rounded down).
-In addition to its use as a weapon, the ea yari causes currents and eddies in the air around the caster, a swirling wind that imposes a penalty to ranged attacks made against you equal to the greater of your Intelligence or Charisma modifiers.
-The ea yari checks against spell resistance the first time it strikes a creature with it. Failure to overcome this resistance dismisses the weapon, while succeeding causes the creature to be subject to damage for the duration.
Material Component: A small shard of amethyst.

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Daichi Tsuchi
Evocation [Earth]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: 0 ft.
Effect: A maul of elemental earth
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes

-When you cast this spell, you evoke a deadly maul of elemental earth. The maul makes mighty strikes in melee, and can drive targets from their footing.
-You can wield the daichi tsuchi in one or two hands, dealing 3d6 points of damage (crit 20/x4). Instead of using your Strength modifier, you use the higher of your Intelligence or Charisma modifiers as a bonus to attack and damage rolls. Half of this damage is physical (rounded up) and the other half is acid (rounded down).
-In addition to its use as a weapon, the daichi tsuchi causes powerful force to drive back targets when struck. This force is always directed directly away from the caster. When you successfully strike a target in melee with daichi tsuchi for the first time in a round, you can choose to initiate a special bull rush attempt against that target. This functions in all ways as if you had initiated a bull rush against your target without allowing attacks of opportunity against you, and you use the greater of your Intelligence or Charisma modifiers instead of your Strength modifier. The bull rush always moves the target the full distance if successful, but you do not move with the target.
-The daichi tsuchi checks against spell resistance the first time it strikes a creature with it. Failure to overcome this resistance dismisses the weapon, while succeeding causes the creature to be subject to damage for the duration.
Material Component: A small shard of garnet.

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Faia Ken
Evocation [Fire]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: 0 ft.
Effect: A sword of elemental fire
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes

-When you cast this spell, you evoke a deadly sword of elemental fire. The sword makes dangerous, deadly strikes in melee, and can set foes on fire.
-You can wield the faia ken in one or two hands, dealing 3d6 points of damage (crit 18-20/x3). Instead of using your Strength modifier, you use the higher of your Intelligence or Charisma modifiers as a bonus to attack and damage rolls. Half of this damage is physical (rounded up) and the other half is acid (rounded down). When using the sword, you gain a +4 bonus on rolls to confirm critical hits.
-When you strike a target with the faia ken for the first time in a round, you force it to make a Reflex save equal to the save DC of this spell. Failure on this save sets the target one round, dealing damage as alchemist's fire. Flammable substances set alight this way continue to burn. The fire is extinguished as alchemist's fire, but prevailing conditions such as heavy rain extinguish the flame before it can damage a target set aflame.
-The faia ken checks against spell resistance the first time it strikes a creature with it. Failure to overcome this resistance dismisses the weapon, while succeeding causes the creature to be subject to damage for the duration.
Material Component: A small shard of cat's eye.

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Mizu Hoippu
Evocation [Water]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: 0 ft.
Effect: A whip of elemental water
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes

-When you cast this spell, you evoke a deadly whip of elemental water. The whip makes mighty strikes in melee, and can be used to drip or disarm foes.
-You can wield the mizu hoippu in one or two hands, dealing 3d6 points of damage (crit 20/x3). Instead of using your Strength modifier, you use the higher of your Intelligence or Charisma modifiers as a bonus to attack and damage rolls. Half of this damage is physical (rounded up) and the other half is cold (rounded down).
-In addition to its use as a weapon, the mizu hoippu can be used to trip or disarm opponents. When a target is struck the first time in a round with the mizu hoippu, you may initiate a special trip or disarm attempt (your choice). You apply the better of your Intelligence or Charisma modifiers to this check with a +1 bonus, and do not draw attacks of opportunity by it. You cannot be disarmed or tripped in response to a failed attempt.
-The mizu hoippu checks against spell resistance the first time it strikes a creature with it. Failure to overcome this resistance dismisses the weapon, while succeeding causes the creature to be subject to damage for the duration.
Material Component: A small shard of pearl.

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Chains of U'athtur
Evocation [Force]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25ft. + 5ft. / 2 levels)
Target: One creature or construct
Duration: 1 round / level
Saving Throw: Reflex negates
Spell Resistance: Yes

-If the target creature or construct fails its reflex save, its limbs are restricted by chain links of force linked to four points in space until the duration ends. The creature can take actions normally, but cannot move more than 20 feet from its location at the time of casting. The target does not (and cannot) move (or be moved) from this restricted cube (the creature's space at the time of casting plus 20 feet in every direction) through the material or Ethereal planes. The chains can be destroyed by any effect that destroys a wall of force, but have none of its immunities other than that to physical damage (for example, the chains can be dispelled by dispel magic).
-Material Component: A vial of ether.

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PEACH!