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OOTS_Rules 2
2008-05-02, 08:32 AM
I am making some custom spells. Can somebody give some criticism?

Explosive Clones
Conjuration (Creation)
Level: Sor/Wiz 4 (Tentative)
Components: Somatic
Range: Self
Duration: Permanent
Saving Throw: Reflex (DC 10 + 1/2 Caster Level + Charisma/Intelligence) partial
Spell Resistence: Yes

The caster summons a clone made out of pure force. The difference between the two can be identified with a spot check (DC 10 + 1/2 of Caster Level + Charisma/Intelligence) When the caster wishes, the clone explodes, dealing 1d6 points of damge per half of caster level, rounded up (Max. 7d6)

Mass Explosive Clones
Conjuration (Creation)
Level: Sor/Wiz 6 (Tentative)
Components: Somatic
Range: Self
Duration: Permanent
Saving Throw: Reflex (DC 10 + 1/2 Caster Level + Charisma/Intelligence) partial
Spell Resistence: Yes

The caster summons one clone per half of caster level made out of pure force. The difference between them can be identified with a spot check (DC 10 + 1/2 of Caster Level + Charisma/Intelligence) When the caster wishes, the clone explodes, dealing 1d6 points of damge per half of caster level, rounded up (Max. 9d6)

Astral Soul
Enchantment (Compulsion)
Level: Sor/Wiz 7 (Tentative)
Components: Somatic, Verbal
Range: Touch
Duration: 1d20 minutes
Saving Throw: Will (DC 10 + 1/2 Caster Level + Charisma/Intelligence) partial
Spell Resistence: Yes

Your soul is transferred into the body of another person. They can make a will save every turn to force your body out. The first save limits control of the body to every other turn. The second save exorcises your spirit, which returns to your body. Until then, you control your enemies movement, speech, and actions. However, your body lays prone, able to be killed. When exorcism happens then, you are forced into the afterlife due to lack of a body to inhabit.

Force Maiden
Evocation (Force)
Level: Sor/Wiz 9 (Tentative)
Components: Material
Range: Close
Area: 30-foot Iron Maiden, shrinks.
Duration: 7 rounds
Saving Throw: Strength (10 + 1/4 Caster Level + 1/2 Charisma/Intelligence) escapes
Spell Resistence: No

An iron maiden made of force surrounds the enemy. On the first turn, the maiden contains no spikes. Spikes pop out on the second turn, dealing 1 point of force damage. If you escape on turns one or two, no damage is taken. Turn Three makes the maiden shrink to 20 feet. The spikes sink deeper into your skin, dealing 1d6 points of force damage. If you escape on turn three, you take 1d3 points of force damage. Turn four shrinks the cube to ten feet. The opponent takes 2d6 points of force damage, and another 2d3 points of force damage if escape is successful.. Turn five shrinks the cube to five feet. Claustrophobia kicks in, and 3d6 points of force damage is dealt. Another turn later, the cube is smaller than five feet. 4d6 points of force damage are dealt, as are 2d6 points of crushing damage. Escape deals a total of 4d3 points of force damage and 2d3 points of crushing damage. Finally, turn seven has the force maiden shrink into a compact cube. If an opponent was in it, he is now just dust.

Material: A ground-up diamond.

Cameo
Illusion (Glamer)
Level: Sor/Wiz 5 (Tentative)
Components: Somatic
Range: Self
Duration: Until dispelled or 1d6 hours
Saving Throw: None
Spell Resistence: No

The caster becomes invisible. He is unable to be detected by even scrying, but is limited to only walking. If he takes a point of damage by chance or deals any damage, his cameo flickers for a round. He can be noticed by a spot check (DC 10 + 1/2 Caster Level + Cha/Intelligence) in this window of time. The spell also silences the caster, and makes his body leave no trace of his appearance.

lord of kobolds
2008-05-02, 11:13 AM
both of the explosive clones spells should either be a higher level, or a limited duration.
permanancy just makes it too powerful, as a caster could spend a week getting an entire amy of them.

Baron Corm
2008-05-02, 03:08 PM
Okay, well, normal creatures cannot manipulate objects made of force, so the save for force maiden should be Reflex (to avoid it in the first place), not Strength. It's basically a save-or-be-taken-out-of-battle with no descriptor drawbacks, kind of like a lesser version of implosion. Implosion is better because it actually kills things. Level 7 or 8 might be more appropriate, only because the damage you gave the spell will not likely be enough to kill (10d6+1 for a 9th level?).

I liked that spell, but I think the rest of the spells pretty much exist already (mirror image, invisibility, dominate person/monster).

vegetalss4
2008-05-02, 03:25 PM
explosive clones needs an area for the explosion
Astral soul may need rewording, unless it is the point that you die by using it?

OOTS_Rules 2
2008-05-02, 03:39 PM
Here are some edits. Also, cameo was supposed to be the more stealthy version of Invisibility. It is how somebody could make an explosive clone, vanish, follow his group for at most a week, and then detonate the clone when the time calls. If you read closely, the Maiden is an instant kill turn seven, which is why I gave an escape chance. I will change its name and material. Explosive Clones will be made only one can be made by the regular spell, and only 10 by the extened version. Astral Soul is more like directly controlling the enemy, as a disquise, ventriloquism, or attacking. It is like a weakened Dominate Monster, as your body is prone but anything can be possesed. During the spell, you just are unconcious, but revive when your soul returns. The barrier of language is not present, unlike Dominate Monster. A new spell is also added.

Explosive Clones
Conjuration (Creation)
Level: Sor/Wiz 4 (Tentative)
Components: Somatic
Casting Time: Full-round action
Range: Self
Area: 20 ft
Duration: 1 day
Saving Throw: Reflex (DC 10 + 1/2 Caster Level + Charisma/Intelligence) partial
Spell Resistence: Yes

The caster summons a clone made out of pure force. The difference between the two can be identified with a spot check (DC 10 + 1/2 of Caster Level + Charisma/Intelligence) When the caster wishes, the clone explodes, dealing 1d6 points of damge per half of caster level, rounded up (Max. 7d6). Only one clone can appear when using this spell until detonation or dispelling. The clones lack any stats, and their only attack is the detonation. Being attacked does not trigger the explosion.

Mass Explosive Clones
Conjuration (Creation)
Level: Sor/Wiz 6 (Tentative)
Components: Somatic
Casting Time: Full-round action
Range: Self
Duration: 1 day
Saving Throw: Reflex (DC 10 + 1/2 Caster Level + Charisma/Intelligence) partial
Spell Resistence: Yes

The caster summons one clone per half of caster level made out of pure force. The difference between them can be identified with a spot check (DC 10 + 1/2 of Caster Level + Charisma/Intelligence) When the caster wishes, the clone explodes, dealing 1d6 points of damge per half of caster level, rounded up (Max. 10d6) Only 10 can appear until others are detonated or dispelled. The clones possess no attacks or stats other than detonation. The explosion of one clone does not detonate the others, nor does being attacked.

Astral Soul
Enchantment (Compulsion)
Level: Sor/Wiz 7 (Tentative)
Components: Somatic, Verbal
Casting Time: Full-round action
Range: Touch
Duration: 1d20 minutes
Saving Throw: Will (DC 10 + 1/2 Caster Level + Charisma/Intelligence) partial
Spell Resistence: Yes

Your soul is transferred into the body of another person. They can make a will save every turn to force your body out. The first save limits control of the body to every other turn. The second save exorcises your spirit, which returns to your body. Until then, you control your enemies movement, speech, and actions. However, your body lays prone, able to be killed. When exorcism happens then, you are forced into the afterlife due to lack of a body to inhabit.

Iron Maiden
Conjuration (Creation)
Level: Sor/Wiz 9(Tentative)
Components: Material
Casting Time: Full-round action
Range: Close
Area: 30-foot Iron Maiden, shrinks.
Duration: 7 rounds
Saving Throw: Strength (10 + 1/4 Caster Level + 1/2 Charisma/Intelligence) escapes
Spell Resistence: No

An iron maiden made of diamonds surrounds the enemy. On the first turn, the maiden contains no spikes. Diamond spikes pop out on the second turn, dealing 1 point of damage. If you escape on turns one or two, no damage is taken. Turn Three makes the maiden shrink to 20 feet. The spikes sink deeper into your skin, dealing 1d6 points of damage. If you escape on turn three, you take 1d3 points of damage. Turn four shrinks the cube to ten feet. The opponent takes 2d6 points of damage, and another 2d3 points of damage if escape is successful.. Turn five shrinks the cube to five feet. Claustrophobia kicks in, and 3d6 points of damage is dealt, 3d3 points of damage given upon escape. Another turn later, the cube is smaller than five feet. 4d6 points of damage are dealt, as are 2d6 points of crushing damage. Escape deals a total of 4d3 points of damage and 2d3 points of crushing damage. Finally, turn seven has the iron maiden shrink into a compact cube. If an opponent was in it, he is now just dust.

Material: A ground-up diamond.

Cameo
Illusion (Glamer)
Level: Sor/Wiz 5 (Tentative)
Components: Somatic
Casting Time: Full-round action
Range: Self
Duration: Until dispelled or 1d20 hours
Saving Throw: None
Spell Resistence: No

The caster becomes invisible. He is unable to be detected by even scrying, but is limited to only walking. If he takes a point of damage by chance or deals any damage, his cameo flickers for a round. He can be noticed by a spot check (DC 10 + 1/2 Caster Level + Cha/Intelligence) in this window of time. The spell also silences the caster, and makes his body leave no trace of his appearance.

Prismatic Orb
Conjuration
Level: Sor/Wiz 6
Components: Verbal
Casting Time: Standard Action
Range: 90 ft.
Area: 10 ft
Duration: Instantaneous
Saving Throw: No
Spell Resistance: Yes

The spell causes a glowing ball of light to strike a target. The ball can "bounce" from target to target, or on the same target. Each time, a different side of the ball hits him. An ranged touch attack roll must be rolled to hit with each strike. For each bounce, you get a -1 attack penalty for rolls during that casting. For every other bounce, you get an extra -1 penalty.

Red: 4d6 points of fire damage
Orange: 4d6 points of acid damage
Yellow: 4d6 points of electricity damage
Green: Lethal poison, fort save (10 + 1/2 Caster Level + Char/Intelligence) partial
Blue: Turns to stone, fort save (10 + 1/2 Caster Level + Char/Intelligence) negates
Indigo: Driven insane, will save (10 + 1/2 Caster Level + Char/Intelligence) negates.
Violet: 4d6 points of force damage
White: Sents opponent into another dimension, will save (10 + 1/2 Caster Level + Char/Intelligence) partial. One body part is lost if this part of the attack hits.

Baron Corm
2008-05-02, 04:32 PM
Sorry... I remember reading that part about the killing at the end but forgot about it when I was typing. 9th level is good then.

About your save DCs: Fortitude, Reflex, and Will spell DCs are always 10 + spell level + casting stat.

Ability or skill saves tend to be a fixed number or a fixed number + caster level. That's much simpler than what you've done. See: entangle, wall of ice, wall of iron, can't think of any others right now.

OOTS_Rules 2
2008-05-02, 05:11 PM
Thank you all for the criticism. Also, 2 new spells are up.

Explosive Clones
Conjuration (Creation)
Level: Sor/Wiz 4 (Tentative)
Components: Somatic
Casting Time: Full-round action
Range: Self
Area: 20 ft
Duration: 1 day
Saving Throw: Reflex (DC 10 + Caster Level + Charisma/Intelligence) partial
Spell Resistence: Yes

The caster summons a clone made out of pure force. The difference between the two can be identified with a spot check (DC 10 + Caster Level + Charisma/Intelligence) When the caster wishes, the clone explodes, dealing 1d6 points of damge per half of caster level, rounded up (Max. 7d6). Only one clone can appear when using this spell until detonation or dispelling. The clones lack any stats, and their only attack is the detonation. Being attacked does not trigger the explosion.

Mass Explosive Clones
Conjuration (Creation)
Level: Sor/Wiz 6 (Tentative)
Components: Somatic
Casting Time: Full-round action
Range: Self
Area: 20 ft
Duration: 1 day
Saving Throw: Reflex (DC 10 + Caster Level + Charisma/Intelligence) partial
Spell Resistence: Yes

The caster summons one clone per half of caster level made out of pure force. The difference between them can be identified with a spot check (DC 10 + Caster Level + Charisma/Intelligence) When the caster wishes, the clone explodes, dealing 1d6 points of damge per half of caster level, rounded up (Max. 10d6) Only 10 can appear until others are detonated or dispelled. The clones possess no attacks or stats other than detonation. The explosion of one clone does not detonate the others, nor does being attacked.

Suction Clones
Conjuration (Creation)
Level: Sor/Wiz 8 (Tentative)
Components: Somatic
Casting Time: Full-round action
Range: Self
Area: 20 ft
Duration: 1 day
Saving Throw: Reflex (DC 10 + Caster Level + Charisma/Intelligence) partial
Spell Resistence: Yes

As Mass Explosive Clones, but these clones are adhesive. If struck, they latch onto the opponent like tar. When detonated, the person stuck to the clone gets no reflex saving throw, and Improved Evasion doesn't weaken the damage. The clones can also attempt to initiate a grapple check to stick, which treats their strength scores as 20 and size as large (Bonuses due to adhesiveness).

Astral Soul
Enchantment (Compulsion)
Level: Sor/Wiz 7 (Tentative)
Components: Somatic, Verbal
Casting Time: Full-round action
Range: Touch
Duration: 1d20 minutes
Saving Throw: Will (DC 10 + Caster Level + Charisma/Intelligence) partial
Spell Resistence: Yes

Your soul is transferred into the body of another person. They can make a will save every turn to force your body out. The first save limits control of the body to every other turn. The second save exorcises your spirit, which returns to your body. Until then, you control your enemies movement, speech, and actions. However, your body lays prone, able to be killed. When exorcism happens then, you are forced into the afterlife due to lack of a body to inhabit.

Iron Maiden
Conjuration (Creation)
Level: Sor/Wiz 9(Tentative)
Components: Material
Casting Time: Full-round action
Range: Close
Area: 30-foot Iron Maiden, shrinks.
Duration: 7 rounds
Saving Throw: Strength (Caster Level) escapes
Spell Resistence: No

An iron maiden made of diamonds surrounds the enemy. On the first turn, the maiden contains no spikes. Diamond spikes pop out on the second turn, dealing 1 point of damage. If you escape on turns one or two, no damage is taken. Turn Three makes the maiden shrink to 20 feet. The spikes sink deeper into your skin, dealing 1d6 points of damage. If you escape on turn three, you take 1d3 points of damage. Turn four shrinks the cube to ten feet. The opponent takes 2d6 points of damage, and another 2d3 points of damage if escape is successful.. Turn five shrinks the cube to five feet. Claustrophobia kicks in, and 3d6 points of damage is dealt, 3d3 points of damage given upon escape. Another turn later, the cube is smaller than five feet. 4d6 points of damage are dealt, as are 2d6 points of crushing damage. Escape deals a total of 4d3 points of damage and 2d3 points of crushing damage. Finally, turn seven has the iron maiden shrink into a compact cube. If an opponent was in it, he is now just dust.

Material: A ground-up diamond.

Cameo
Illusion (Glamer)
Level: Sor/Wiz 5 (Tentative)
Components: Somatic
Casting Time: Full-round action
Range: Self
Duration: Until dispelled or 1d20 hours
Saving Throw: None
Spell Resistence: No

The caster becomes invisible. He is unable to be detected by even scrying, but is limited to only walking. If he takes a point of damage by chance or deals any damage, his cameo flickers for a round. He can be noticed by a spot check (DC 10 + Caster Level + Cha/Intelligence) in this window of time. The spell also silences the caster, and makes his body leave no trace of his appearance.

Prismatic Orb
Conjuration
Level: Sor/Wiz 6
Components: Verbal
Casting Time: Standard Action
Range: 90 ft.
Area: 10 ft
Duration: Instantaneous
Saving Throw: No
Spell Resistance: Yes

The spell causes a glowing ball of light to strike a target. The ball can "bounce" from target to target, or on the same target. Each time, a different side of the ball hits him. An ranged touch attack roll must be rolled to hit with each strike. For each bounce, you get a -1 attack penalty for rolls during that casting. For every other bounce, you get an extra -1 penalty.

Red: 4d6 points of fire damage
Orange: 4d6 points of acid damage
Yellow: 4d6 points of electricity damage
Green: Lethal poison, fort save (10 + Caster Level + Char/Intelligence) partial
Blue: Turns to stone, fort save (10 + Caster Level + Char/Intelligence) negates
Indigo: Driven insane, will save (10 + Caster Level + Char/Intelligence) negates.
Violet: 4d6 points of force damage
White: Sents opponent into another dimension, will save (10 + Caster Level + Char/Intelligence) partial. One body part is lost if this part of the attack hits.

1d10 determines which body part (1-2 foot, 3-4 hand, 5-6 leg, 7-8 arm, 9 head, 10 roll twice to determine) is lost

Force Needles
Evocation (Force)
Level: Sor/Wiz 7
Components: Somatic, Material
Casting Time: Standard Action
Range: 120 ft.
Duration: Instantaneous
Saving Throw: No
Spell Resistance: Yes

Roll a d10 to see how many needles emerge from the ground. Each of these needles can be directed to attack a different opponent, or the same. The needles require a ranged attack roll, but armor helps to block them. Instead of risking an attack roll, the target can decide to Jump or Tumble out of the way. A d3 determines if they take no, half, or full damage. Each needle does 1d10 damage.

Material Component: A needle

Exploding Needles
Evocation (Force)
Level: Sor/Wiz 9
Components: Somatic, Material
Casting Time: Standard Action
Range: 120 ft.
Area: 10 ft
Duration: Instantaneous
Saving Throw: Reflex partial for all caught in the explosion.
Spell Resistance: Yes

As Force Needles, but if three needles strike one opponent for at least half damage, they explode. The opponent takes an additional 2d10 points of damage per bundle of three needles, and anybody caught inside the explosion take 1d12 points of damage unless a reflex save is rolled (10 + Caster Level + Charisma/Intelligence)

Material Component: A needle

Whip of Drainage
Evocation (Force)
Level: Sor/Wiz 8
Components: Somatic, Material
Casting Time: Standard Action
Range: 150 ft.
Duration: 3 rounds
Saving Throw: No
Spell Resistance: Yes

A force whip shoots from the caster's hand and latches onto the opponent. Once per turn, as a standard action, the caster can drain an opponents stats from the whip. They must roll a ranged touch attack to latch onto the opponent, and a ranged touch attack every turn to drain energy. The damage roll of a d3 determines how much of the ability is damaged. A critical hit on the attack roll results in ability drain instead of increased damage (Crit chance 18-20, no conformation roll needed). To prevent massive cheese involving 0s in Constitution, the whip vanishes after 3 turns and must be re-summoned.

Material Component: A whip.